Edges Summary
Edge �������������������������������������Requirements ������������������������� Effects
Ace ���������������������������������������N, A d8 ������������������������������������� +2 to Boating, Driving, Piloting; may make
Soak rolls for vehicle at –2
Acrobat ���������������������������������N, A d8, St d6 �������������������������� +2 to nimbleness-based Agility rolls; +1 Parry
if unencumbered
Adept ������������������������������������N, AB (Miracles), ���������������������� Str+d4 unarmed attacks; always considered
armed; may choose certain
���������������������������������������������Faith d8+, Fighting d8+ ����������� powers to active as a free action (see text)
Alertness ������������������������������N ���������������������������������������������� +2 Notice
Ambidextrous �����������������������N, A d8 ������������������������������������� Ignore –2 penalty for using off-hand
Arcane Background ��������������N, Special �������������������������������� Allows access to supernatural powers
Arcane Resistance ���������������N, Sp d8 ����������������������������������� Armor 2 vs. magic, +2 to resist powers
Imp. Arcane Res ������������������N, Arcane Res. ������������������������ Armor 4 vs. magic, +4 to resist magic effects
Assassin �������������������������������N, A d8+, Climbing d6+, ����������� +2 to damage when striking a foe unawares
Fighting d6+, Stealth d8+
Attractive ������������������������������N, V d6 ������������������������������������� Charisma +2
Very Attractive ���������������������N, Attractive ����������������������������� Charisma +4
Beast Bond ���������������������������N ���������������������������������������������� Character may spend Bennies for his animals
Beast Master ������������������������N, Sp d8 ����������������������������������� The hero gains an animal companion
Berserk ���������������������������������N ���������������������������������������������� See text
Block �������������������������������������S, Fighting d8 �������������������������� Parry +1
Improved Block ��������������������V, Block ������������������������������������ Parry +2
Brave ������������������������������������N, Sp d6 ����������������������������������� +2 to Fear tests
Brawler ���������������������������������N, St d8 ������������������������������������ +2 to unarmed damage rolls
Bruiser ���������������������������������S, Brawler �������������������������������� Bonus die to unarmed damage is d8 instead
of d6
Brawny ���������������������������������N, St d6, V d6 �������������������������� Toughness +1; load limit is 8 x Str
Champion �����������������������������N, See text ������������������������������� +2 damage / Toughness vs. supernatural evil
Charismatic ��������������������������N, Sp d8 ����������������������������������� Charisma +2
Combat Reflexes ������������������S ���������������������������������������������� +2 to recover from being Shaken
Command �����������������������������N, Sm d6 ���������������������������������� +1 to troops recovering from being Shaken
Command Presence �������������N, Command ��������������������������� Increase command radius to 10”
Common Bond ���������������������WC, N, Sp d8 ��������������������������� May give Bennies to companions
Connections �������������������������N ���������������������������������������������� Call upon powerful friends
Counterattack �����������������������S, Fighting d8 �������������������������� Receive free Fighting attack at –2 once per
round when a foe fails a Fighting attack
Improved Counterattack ������V, Counterattack ���������������������� As above but ignore the –2 penalty
Danger Sense ����������������������N ���������������������������������������������� Notice at –2 to detect surprise attacks/danger
Dead Shot ����������������������������WC, S, ������������������������������������� Double ranged damage when dealt Joker
Shooting / Throwing d10
Dodge �����������������������������������S, A d8 ������������������������������������� –1 to be hit with ranged attacks
Improved Dodge ������������������V, Dodge ���������������������������������� –2 to be hit with ranged attacks
Elan ��������������������������������������N, Sp d8 ����������������������������������� +2 when spending a Benny on a Trait roll
(including Soak rolls)
Extraction �����������������������������N, A d8 ������������������������������������� Ignore one foe’s free attack when withdrawing
from melee with an Agility roll
Improved Extraction ������������N, Extraction ���������������������������� As above. With a raise, no foes get their free
melee attack.
Fast Healer ���������������������������N, V d8 ������������������������������������� +2 to natural healing rolls
Fervor �����������������������������������V, Sp d8, Command ���������������� +1 melee damage to troops in command
First Strike ����������������������������N, A d8 ������������������������������������� May attack one foe who moves adjacent
Imp. First Strike �������������������H, First Strike ��������������������������� May attack every foe who moves adjacent
Fleet-Footed �������������������������N, A d6 ������������������������������������� +2 Pace, d10 running die instead of d6
50
Character Creation
Florentine �����������������������������N, A d8, Fighting d8 ����������������� +1 vs. foes with single weapon and no shield;
ignore 1 point of gang up bonus
Followers ������������������������������L, WC ��������������������������������������� Attract 5 henchmen
Frenzy ����������������������������������S, Fighting d10 ������������������������ 1 extra Fighting attack at –2
Imp. Frenzy �������������������������V, Frenzy ��������������������������������� As above but no penalty
Gadgeteer ����������������������������N, See text ������������������������������� May “jury-rig” a device once per game session
Giant Killer ����������������������������V ���������������������������������������������� +1d6 damage when attacking large creatures
Hard to Kill ����������������������������N, WC, Sp d8 ��������������������������� Ignore wound penalties for Vigor rolls made
on the Injury Table
Harder to Kill ������������������������V, Hard to Kill ��������������������������� 50% chance of surviving “death”
Healer �����������������������������������N, Sp d8 ����������������������������������� +2 Healing
Hold the Line! �����������������������S, Sm d8, Command ��������������� Troops have +1 Toughness
Holy/Unholy Warrior �������������N, See text ������������������������������� See text
Improvisational Fighter ���������S, Sm d6+ �������������������������������� Ignores the usual –1 penalty to attack and
Parry for improvised weapons
Inspire �����������������������������������S, Command ���������������������������� +1 to Spirit rolls of all troops in command
Investigator ���������������������������N, Sm d8, Inv. d8, �������������������� +2 Investigation and Streetwise
Streetwise d8
Jack-of-All-Trades ����������������N, Sm d10 �������������������������������� No –2 for unskilled Smarts-based tests
Killer Instinct �������������������������H ���������������������������������������������� Wins tied opposed rolls, may reroll opposed
skill die if it comes up a “1”
Leader of Men ����������������������V, Command ���������������������������� Roll a d10 as the Wild Die for subordinates’
group rolls
Level Headed �����������������������S, Sm d8 ���������������������������������� Act on best of two cards in combat
Imp. Level Headed ��������������S, Level Headed ���������������������� Act on best of three cards in combat
Linguist ���������������������������������N, Sm d6 ���������������������������������� Begin play with a number of languages equal
to Smarts; Smarts –2 to be understood in
any language heard for a week
Liquid Courage ���������������������N, V d8 ������������������������������������� Gain Vigor die type after imbibing at least 8
oz of alcohol
Luck ��������������������������������������N ���������������������������������������������� +1 Benny per session
Great Luck ���������������������������N, Luck ������������������������������������ +2 Bennies per session
Marksman �����������������������������S ���������������������������������������������� Aim maneuver (+2 Shooting) if hero does not
move
Martial Artist ��������������������������N, Fighting d6 �������������������������� Never considered unarmed, +d4 to unarmed
damage rolls
Improved Martial Artist ���������V, Martial Arts, Fighting d10 ����� +d6 to unarmed damage rolls
Martial Arts Master ���������������L, Imp. Martial Arts, ������������������ +2 to unarmed damage rolls; may take this
Fighting d12 ����������������������������� Edge up to five times
McGyver �������������������������������N, Sm d6, Repair d6, ��������������� May improvise temporary gadgets
Notice d8
Mentalist �������������������������������N, AB (Psionics), ���������������������� +2 to any opposed Psionics roll
Sm d8, Psionics d6
Mighty Blow ��������������������������WC, S, Fighting d10 ���������������� Double melee damage when dealt Joker
Mr. Fix It ��������������������������������N, See text ������������������������������� +2 to Repair rolls, 1/2 Repair time with raise
Natural Leader ����������������������N, Sp d8, Command ���������������� Leader may give Bennies to troops in
command
Nerves of Steel ���������������������N, WC, V d8 ����������������������������� Ignore 1 point of wound penalties
Imp. Nerves of Steel ������������N, Nerves of Steel ������������������� Ignore 2 points of wound penalties
New Power ���������������������������N, AB ��������������������������������������� Character gains one new power
Noble ������������������������������������N ���������������������������������������������� Rich; +2 Charisma; Status and wealth
No Mercy ������������������������������S ���������������������������������������������� May spend Bennies on damage rolls
Power Points ������������������������N, AB ��������������������������������������� +5 Power Points, once per rank only
51
Savage Worlds
Power Surge �������������������������WC, S, arcane skill d10 ����������� +2d6 Power Points when dealt a Joker
Professional ��������������������������L, d12 in Trait ��������������������������� Trait becomes d12+1
Expert ����������������������������������L, Prof. in Trait ������������������������� Trait becomes d12+2
Master ���������������������������������L, WC, Expert in Trait �������������� Wild Die is d10 for one Trait
Quick ������������������������������������N ���������������������������������������������� Discard draw of 5 or less for new card
Quick Draw ���������������������������N, A d8 ������������������������������������� May draw weapon as a free action
Rapid Recharge �������������������S, Sp d6, AB ���������������������������� Regain 1 Power Point every 30 minutes
Imp. Rapid Recharge ����������V, Rapid Recharge ������������������ Regain 1 Power Point every 15 minutes
Rich ��������������������������������������N ���������������������������������������������� 3x starting funds, $150K annual salary
Filthy Rich ����������������������������N, Noble Birth or Rich �������������� 5x starting funds, $500K annual salary
Rock and Roll! ����������������������S, Shooting d8 ������������������������� Ignore full-auto penalty if shooter doesn’t
move
Scavenger ����������������������������N, Luck ������������������������������������ Find an essential piece of equipment
once per session
Scholar ���������������������������������N, d8 in affected skills �������������� +2 to two different Knowledge skills
Sidekick ��������������������������������L, WC ��������������������������������������� Character gains a Novice WC sidekick
Soul Drain �����������������������������S, See Text ������������������������������ Special
Steady Hands �����������������������N, A d8 ������������������������������������� Ignore unstable platform penalty; Running
penalty reduced to –1
Sweep ����������������������������������N, St d8, Fighting d8 ���������������� Attack all adjacent foes at –2
Imp. Sweep �������������������������V, Sweep ��������������������������������� As above but with no penalty
Strong Willed ������������������������N, Intimidation d6, �������������������� +2 Intimidation and Taunt, +2 to resist
���������������������������������������������Taunt d6 ����������������������������������� Tests of Will
Tactician �������������������������������S, Wild Card, Sm d8, ��������������� Make a Knowledge (Battle) roll at
Command �������������������������������� the beginning of a fight to get an
Knowledge (Battle) d6, Action Card per
success and raise; these may be given
to any allies throughout the course of
the battle
Thief �������������������������������������N, A d8, Climbing d6, ��������������� +2 Climb, Lockpick, Stealth, or to disarm
Lockpicking d6, Stealth d8 ����� traps
���������������������������������������������
Tough as Nails ����������������������L ����������������������������������������������� Toughness +1
Imp. Tough as Nails ������������L, Tough as Nails ��������������������� Toughness +2
Trademark Weapon ��������������N, Fighting or ��������������������������� +1 Fighting or Shooting with particular
��������������������������������������������� Shooting d10 �������������������������� weapon
Imp. Tr. Weapon ������������������V, Trademark Weapon ������������� +2 Fighting or Shooting with particular
weapon
Two-Fisted ����������������������������N, A d8 ������������������������������������� May attack with a weapon in each hand
without multi-action penalty
Weapon Master ��������������������L, Fighting d12 ������������������������� Parry +1
Master of Arms ��������������������L, Weapon Master ������������������� Parry +2
Wizard ����������������������������������N, See text ������������������������������� Each raise reduces cost of spell by 1
point
Woodsman ���������������������������N, Sp d6, Survival d8, �������������� +2 Tracking Survival, and Stealth
Tracking d8
52
Character Creation
53
Chapter Two:
Gear
In the following section is a sampling of gear Economies are critical to balancing game
from the ancient era to the near future. Below worlds, so the Game Master is encouraged to
are some notes you’ll need to understand the re-price goods for his particular campaign.
equipment lists.
Damage: Damage is listed in terms of dice.
3RB: The weapon has a three-round burst Projectile weapons have fixed damage (such as
selector (see page 81). 2d6). Melee weapons have damage based on the
wielder’s Strength die plus another die, as listed
AP (Armor Piercing): The weapon or round under individual weapon entries. A dagger, for
ignores this many points of Armor. A weapon with instance, inflicts Str+1d4 damage.
an AP value of 4, for instance, ignores 4 points of
Armor. Excess AP is simply lost. Double Tap: The weapon can rapidly fire two
rounds. Rather than rolling twice, add +1 to the
Auto: This full-auto weapon may fire in Shooting and damage rolls.
automatic (single shot) mode.
HW (Heavy Weapon): The weapon can affect
Armor: This is the amount of Armor provided vehicles or other devices with Heavy Armor.
by the equipment, which is added to the wearer’s
Toughness when the covered location is hit in HE (High Explosive): High explosive rounds
combat. A character who wears multiple layers use a burst template, the size of which is noted
of armor only gains the highest bonus—they do in the weapon or ammunition’s notes. See the
not stack. Note that unless an attacker states rules for Area of Effect attacks in Chapter Three.
otherwise, hits are always directed at the victim’s
torso. Minimum Strength: A character whose
Strength is lower than the weapon die can use the
Caliber: The number listed in parentheses after weapon, but there are penalties. First, the weapon
firearms is the caliber of bullet it fires. Use this die can’t be higher than his Strength die. So if a
when figuring ammunition costs or trying to figure scrawny kid (d4 Str) picks up a long sword (d8),
out if the ammo from one weapon fits in another. he rolls 2d4 damage, not d4+d8. A brawny hero
with Str d10 rolls d10+d8 when using the same
Cost: Equipment prices are relative both to long sword.
the starting funds of $500 and to their tech level,
so a Springfield musket doesn’t really cost $250 Second, if the Strength die isn’t at least equal
in 1862. That’s just the “worth” of the weapon to the weapon die, the attacker doesn’t get any of
relative to the tech level and the typical setting the weapon’s inherent bonuses, such as +1 Parry
it’s intended for. Remember that when comparing or Reach. He still retains any penalties, however
the $150 musket to the $150 AK47—the weapons (like –1 Parry).
are both “standard” for the typical environment
they’re found in, even though the AK is vastly If a weapon has a damage listed as Str+d8+2,
superior to the musket. Characters in military for instance, then the minimum Strength the
campaigns shouldn’t buy equipment at all— wielder must have is a d8.
they’re simply assigned their gear. Some items
simply list “Military” as their cost, meaning they Some ranged weapons list a minimum Strength
are typically bought by large national militaries and to use as well. A character with a lower Strength
then supplied to the troops under their command. can use the weapon, but suffers a –1 penalty to his
Such weapons are not normally available on the attack roll for every step of difference between his
open market. Strength and the minimum Strength required. The
penalty is ignored if the weapon can be braced on
a bipod or other support.
Parry +X: The weapon adds the bonus to the
character’s Parry score when used.
54
Gear
Range: This lists the weapon’s Short, Medium, Encumbrance
and Long range. Ranges are listed in inches so
that you can use a ruler to move, shoot, and In general, you shouldn’t worry about
fight on the table-top with miniatures. Each inch Encumbrance. Characters will usually carry no
is equal to 2 yards in the real world, so that 5” is more than their characters think they actually
really 10 yards, or 30 feet. need. But occasionally it may become dramatically
important—such as during a chase or when
Weapon ranges are “effective” ranges for the attempting to lug a heavy treasure away from
table-top. If you need to know the real world range a roaring dragon! When that occurs, use the
of a weapon (for battles that don’t take place on guidelines below.
the table-top, for instance), multiply each range
bracket by 2.5. A tank round with a Long range of A character can carry five times his Strength die
300, for example, has a “real world” Long range type in pounds without incurring any penalties.
of 750”, or 1500 yards. This is called his “Load Limit.” A character with
a Strength of d8, for example, can comfortably
Rate of Fire: This is the maximum number of carry 40 pounds. (Ignore normal clothes when
shots that may be taken by this weapon per action. figuring weight.)
Unless a weapon says otherwise, the user can fire
up to the weapon’s Rate of Fire (rather than its Carrying too much weight inflicts a –1 penalty for
full Rate of Fire). If a single shot is taken, it uses every additional multiple of your Load Limit. The
a single round of ammunition and does not incur penalty applies to all Agility and Strength totals, as
any recoil penalties. Two or more shots with such well as skills linked to either of those two attributes.
weapons always incurs the –2 autofire penalty.
A hero with a d8 Strength, for example, has
Reach: Weapons with “reach” allow their user to a Load Limit of 40 pounds. He can carry 41-80
make Fighting attacks at the listed range. A reach pounds at a –1 penalty to his Strength, Agility,
of 1”, for example, allows a character to strike a and related skill rolls. He could also carry 81-120
target 1” distant. Weapons without a reach value pounds at –2, or 121-160 pounds at –3.
can only strike targets at arm’s length (adjacent).
Characters cannot regularly carry weight that
Reach can be very important when fighting inflicts a penalty of more than –3. They may be
from horseback and against mounted foes (see able to lift greater weights (up to a –4 penalty)
page 83). for a few short steps at the discretion of the GM,
however.
Reloading: Antique weapons, such as muskets
and crossbows, are very slow to reload. Each
weapon tells you how many actions it requires
to reload, such as 1/3, which means the weapon
can fire every third round if the firer does nothing
but load every action. Characters can load and
walk at no penalty. If the character tries to run and
load, he must make an Agility roll (at the usual
–2 penalty for running). Failure simply means no
progress toward reloading was made that action.
Semi-Auto: The weapon fires on semi-auto
and can take advantage of the double-tap rules
(page 81).
Snapfire Penalty: Certain weapons, such as
sniper rifles, are very inaccurate if fired “from the
hip” rather than using their excellent sights or
scopes. If the character moves in the action he
fires, he suffers a –2 penalty.
Three Round Burst: The weapon can fire 3
rounds with one pull of the trigger. This adds +2
to the Shooting and damage rolls at the cost of
the extra ammunition.
55
Selected Gear Notes die types. They mount at least one heavy
weapon of some sort such as a flamethrower
Below are notes for some of the weapons, or a minigun, and feature enhanced targeting
armor, and other devices you’ll find on the computers that add +2 to the character’s
Equipment Lists. Shooting rolls.
Armor Shields
Note that the weights listed for most large suits If a character with a shield is hit by a ranged
of armor such as hauberks, plate, and power attack from the protected side, roll damage
armor, are figured for their “distributed” weight. normally, but add the Armor bonus of the shield to
This assumes the armor is properly fitted, which the character’s Toughness (it acts as an obstacle).
takes a Knowledge (Armorsmithing) roll, some
basic tools, and 1d6 hours. If armor is not properly Ranged Weapons & Accessories
fitted (such as when wearing armor taken from a
foe), the weight is typically doubled. Bipods
Kevlar Most full machine guns are also equipped with
either an integral or detachable bipod. Once
Kevlar offers 2 points of protection against most deployed, these provide a more stable shooting
attacks. Kevlar weave “binds” spinning bullets and position and help control recoil. It takes one action
so negates up to 4 points of AP from bullets, and to deploy a bipod and set the weapon up. Once
provides +4 protection from them as well. in position the autofire penalty is reduced to –1.
If the hero moves, this benefit is negated and he
Power Armor will have to spend another action to redeploy the
bipod.
Power armor suits carry much of their own mass,
hence the low weight values. Scout suits weigh Scopes
100 pounds when powered down, Battle suits
weigh 150, and Heavy Suits weigh 220 pounds. Optical scopes can be attached to all manner
All power armor contains comm-units with a 5-mile of firearms from rifles to hand guns, and magnify
range. Powered armor typically lasts for one week targets to make distance shooting easier. A scope
without recharge. It requires a special recharging provides a +2 Shooting bonus to shots at Medium
facility and 10 hours to return to full power. The Range or higher as long as the firer does not
GM may decide suits lose power faster under move this round.
excessive use.
• Scout Suit: These suits are made for Shotguns
reconnaissance. In addition to the Shotguns fire a spread of metal
standard comm-unit, they are coated balls (also called “shot”), and so do
in stealth paint that adds +4 to Stealth more damage at close range where
rolls vs. radar and other automated the spread is less and more of the
detection systems (but not people). shot hits the target. Farther away,
• Battle Suit: This is the standard power the shot spreads more and causes
armor worn by most heavy troopers in less damage. Because of the increased
futuristic settings. It increases Strength chance of hitting someone due to
by one die type, adds +2 to Pace, the spread, shotguns add +2 to their
and allows users to jump 2d6”
horizontally or 1d6” vertically. user’s Shooting rolls. They cause
A Heads Up Display provides 1d6 damage at Long range, 2d6
targeting information for linked at Medium, and 3d6 at Short
weapons, adding +1 to the range.
wearer’s Shooting rolls. ►► D o u b l e B a r r e l s :
• Heavy Suit: Heavy suits (or Shotguns with two attached
assault suits) are designed for barrels are called “double
hard fighting under the most barrels.” If the attacker wants
intense combat conditions. to fire both barrels at once, he
They subtract 2 from Pace rolls an additional Shooting
and boost Strength by two die just like when firing Full
Auto (plus Wild Die), including
recoil (which cancels out the
56
Gear
usual +2 for shotguns). Roll damage for each see (assuming they know roughly where the
successful shot separately. target is) at a –4 penalty, and double deviation
►► Slugs: Shotguns can also fire slugs. The (see Combat).
attacker doesn’t get the +2 shotgun bonus to his
Shooting roll, but the damage is 2d10 regardless Flamethrowers
of the range increment.
Flamethrowers include any device that squirts
Special Weapons an incendiary liquid or even pure flame. To use
it, the attacker places the small end of the Cone
Bouncing Betties Template at the tip of his character’s weapon, and
the large end on as many targets as he’s able.
These deadly mines are designed to pop up into The attacker then makes a Shooting roll at +2.
the air and rain shrapnel down from about head- Defenders who make an Agility roll equal to or
height. Only full overhead cover offers an Armor greater than the attacker’s Shooting total move
bonus against such devices. Simply being prone out of the way and are unaffected. The rest suffer
offers no protection from these deadly explosives. the weapon’s damage (typically 2d10) and roll to
see if they catch fire (see Fire).
Cannons
Like other area effect weapons, flamethrowers
Cannons can fire three different types of shells: typically bypass most body armor (see Area
solid shot, shrapnel, and canister. The crew can Effect Attacks).
pick the type of ammunition to be loaded each ►► Ve h i c u l a r F l a m e t h r o w e r s : M i l i t a r y
time it reloads. organizations often have flamethrowers with
much longer ranges. The flame fired from a British
Solid Shot is just that—big round balls made Crocodile, for example, has a range of about 70
to batter walls or plow through packed ranks of yards (35”). The flame must be arced to reach
troops. To fire, the leader of the crew makes a these distances however, so a character may
Shooting roll as usual. A target directly behind and choose to use a Medium Burst Template instead
adjacent to the first is also hit on a d6 roll of 1-3, of the Cone Template when using such weapons.
and takes full damage. This continues until there The center of the template may be placed up to the
are no more adjacent foes. maximum range of the particular flamethrower, as
listed in its notes. This is treated just like any other
Shrapnel is an explosive shell filled with metal area effect attack, though targets still get a chance
balls, nails, and other scraps. The debris is hurled to dodge out of the cone as detailed above.
outward when the shell explodes, shredding lightly
armored targets in a shower of steel. Shrapnel is Grenades
an area effect attack, and uses the Medium Burst
Template. A character within the burst radius has two
additional options. To pick up and throw the
Canister is a shell made to detonate inside the grenade before it goes off, he must make an Agility
barrel of the cannon. The jagged metal inside roll at –4 (or –2 if he was on Hold). Failure means it
the “canister” then sprays out of the cannon to goes off and he takes an additional die of damage.
shred anything within its deadly cone like a giant ►► Covering Grenades: A character may also
shotgun. To determine the effects of canister, throw himself on a grenade. He takes double
place a ruler in front of the cannon in the direction the normal dice of damage for his
you want it to fire and make a Shooting roll with no heroic act, but his total Toughness
range modifiers. If the shot is missed, move the is subtracted from the damage
far end of the ruler 1” left or right (roll randomly). inflicted on other characters
in the blast radius.
Now place a Medium Burst Template at the near Allies won’t normally
end of the ruler and move it directly forward along perform such a
that path for 24”. Every target under the template suicidal act, though
is hit for 2d6 damage. Cover acts as Armor just the GM might
as with any area effect weapon, meaning prone rule otherwise in
characters add +2 to their Toughness. specific situations,
►► Reloading: Cannons require one action to such as when an
reload with a crew of four, or two actions with ally has a “loyal”
less crewmen. personality.
►► Line of Sight: Cannon crews must be able to
see their targets to hit them. Howitzers, mortars,
and bombards may fire at targets they cannot
57
Savage Worlds
Missiles ►► Air to Ground Targets: Use the same
procedure as above but the target makes a Driving
Air-to-air (or space-to-space) weapons are or Boating roll against the attacker’s Piloting skill.
designed to destroy enemy fighters and other ►► Surface to Air Missiles: As above, but the
small targets with a focused warhead. To activate, attacker makes a Shooting roll and the defender
the pilot must first “capture” the target’s signature makes a Piloting roll.
on his own control panel. This is accomplished by ►► Anti-Missile Systems: Larger ships often
various means including heat-signature, radar, have anti-missile systems designed to shoot down
emissions, or even profile, depending on tech missiles with targeted lasers, walls of matter, or
level. hails of lead. All systems require a modicum of skill
and a lot of luck. First the crewman in charge of
To get a lock, the pilot picks his target and must the particular AMS battery makes a Shooting roll
then succeed at an opposed Piloting roll. The minus the range. (Don’t subtract for the size or
attacker must subtract range modifiers from the speed of the missile—the AMS already accounts
Piloting roll just as if he were Shooting. for that.) Each successful hit has a 1 in 6 chance
of shooting down the torpedo. A Phalanx system
Once locked, the pilot decides how many with a RoF of 5, for example, rolls 5 dice, and each
missiles to release (usually up to his full payload die that comes up a “1” shoots a missile down.
depending on his craft). At Short Range, the target ►► Obstacles: Evading prey can add +2 to the
has one round to evade. He has two rounds (and Piloting roll with substantial cover—such as
chances) at Medium Range, and three at Long asteroids, canyon walls, or the hull of a capital
Range. ship.
Evading a missile requires a Piloting roll at –4.
Note that many craft contain additional evasion
systems, such as chafe or flares, that add +4
to this roll if they’re of the right type (flares for
heat-seeking missiles and chafe for radar-guided
missiles).
58
Mundane Items
Item Cost* Food
Weight Fast Food Meal (cheap meal) 5 1
Adventuring Gear Good Meal (restaurant) 15+ –
Backpack 50 2 MRE (Meal Ready to Eat) 10 1
Bedroll (sleeping bag; winterized) 25 4 Trail Rations (5 meals; keeps 1 week) 10 5
Blanket 10 4
Camera (disposable) 10 1 Animals & Tack
Camera (regular) 75 2 Horse 300 –
Camera (digital) 300 1 War Horse 750 –
Candle (provides light in 2” radius) 1 1 Saddle 10 10
Canteen (waterskin) 5 1 Elaborate Saddle 50 10
Cellular Phone 100 – War Horse Barding (+3) 1250 30
Crowbar 10 2
Flashlight (10” beam) 20 3 Computers
Flask (ceramic) 5 1 Desktop 800 20
Flint and Steel 3 1 Laptop 1200 5
Grappling Hook 100 2 Handheld 250 1
Hammer 10 1 GPS 250 1
Lantern (provides light in 4” radius) 25 3
Lighter 2 – Surveillance
Lockpicks 200 1 Cellular Interceptor 650 5
Handcuffs (manacles) 15 2 Lineman’s Telephone 150 2
Oil (for lantern; 1 pint) 2 1 (Repair roll to tap into a phone line)
Quiver (holds 20 arrows/bolts) 25 2 Night Vision Goggles
Rope (10”) 10 15 Passive 1000 3
Shovel 5 5 (no penalties for Dim or Dark)
Soap 1 1/5 Active 2500 4
Tool Kit 200 5 (no penalties for any level of darkness)
Torch (1 hour, 4” radius) 5 1 Parabolic Microphone 750 4
Umbrella 5 2 (good to 200 yards)
Whistle 2 – Telephone Tap (Bug) 250 –
Whetstone 5 1 Transmitter Detector 525 1
Clothing *Costs for mundane items depend entirely on
the setting and the tech level available. A horse
Camouflage Fatigues ‑20 – in most fantasy campaigns, for instance, is fairly
– common and costs about $300. In the modern
Hiking Boots 100 – world, horses cost thousands of dollars.
–
Normal Clothing 20 3
1
Formal Clothing 200
Winter Gear (cloak/parka) 200
Winter Boots 100
59
Hand Weapons
Medieval Damage Weight Cost Notes
Type Str+d4 1 25
Blades Str+d10 12 400 Parry –1, 2 hands
Dagger Str+d6 8 200 Ignores Shield Parry and Cover bonus
Great Sword Str+d6+2 6 1000 AP 2
Flail Str+d8 8 300 Includes scimitars
Katana Str+d4 3 150 Parry +1
Long Sword Str+d6 4 200 Includes cavalry sabers
Rapier
Short Sword Str+d6 2 200
Axes and Mauls Str+d8 10 300
Axe Str+d10 15 500 AP 1, Parry –1, 2 hands
Battle Axe Str+d8 20 400 AP 2 vs. rigid armor, Parry –1, 2 hands
Great Axe Str+d6 8 250 AP 1 vs. rigid armor (plate mail)
Maul
Warhammer Str+d8 15 250 Reach 1, 2 hands
Pole Arms Str+d8 10 300 AP 2 when charging, Reach 2, only usable in
Halberd
Lance Str+d8 mounted combat
Str+d4 25 400 Reach 2, requires 2 hands
Pike Str+d6 8 10 Parry +1, Reach 1, 2 hands
Staff 5 100 Parry +1, Reach 1, 2 hands
Spear Damage
3d6 Weight Cost Notes
Modern 2 5 Basically a shotgun shell on a stick used in
Str+d4 melee; must be reloaded with a fresh shell (1
Type 1 action)
Bangstick Str+d4 25 A bayonet affixed to a rifle increases the damage
Str+d4 1 to Str+d6, Parry +1, Reach 1, 2 hands
Bayonet 1 10 Carried by most law-enforcement officials
2d6+4 20 A hero wearing brass knuckles is considered to
Billy Club/Baton 20 be an Unarmed Attacker
Brass Knuckles Str+d4
Str+d4 1 200 A natural 1 on the Fighting die (regardless of the
Chainsaw 3 Wild Die) hits the user instead
Damage
Switchblade Str+d4+2 10 –2 to be Noticed if hidden
Survival knife Str+d8+2 50 Contains supplies that add +1 to Survival rolls
Str+d6+8
Futuristic Weight Cost Notes
1 250 AP 2, Cannot be thrown
Type 8 500 AP 4
Molecular Knife 5 1000 AP 12, Laser swords aren’t terribly realistic, but
Molecular Sword
Laser Sword are staples in many space-opera campaigns
60
Armor
Medieval Armor
Type Armor Weight* Cost Notes
Personal
Leather +1 15 50 Covers torso, arms, legs
Chain Hauberk (long coat) +2 25 300 Covers torso, arms, legs
Plate Corselet +3 25 400 Covers torso
Plate Arms (vambrace) +3 10 200 Covers arms
Plate Leggings (greaves) +3 15 300 Covers legs
Pot Helm +3 4 75 50% vs. head shot
Steel Helmet (enclosed) +3 8 150 Covers head
Barding
Plate Barding +3 30 1250 For horses
Shields**
Small Shield (buckler) — 8 25 +1 Parry
Medium Shield — 12 50 +1 Parry, +2 Armor to ranged
shots that hit
Large Shield (kite, pavise) — 20 200 +2 Parry, +2 Armor to ranged
shots that hit
**Shields protect only against attacks from the front and left (assuming a right-handed character).
Modern Armor Armor Weight* Cost Notes
Type +2/+4 12 80 Covers torso
Flak Jacket
Kevlar Vest +2/+4 8 250 Covers torso only, negates 4 AP,
Kevlar Vest w/inserts see notes
Motorcycle Helmet +4/+8 12 2500 As Kevlar, but ceramic inserts
Steel Pot (helmet)
are +8 vs. bullets
+3 5 75 50% chance vs. head shot
+4 5 80 50% chance vs. head shot
Futuristic Armor Armor Weight* Cost Notes
+6 20 Mil Covers entire body, near-future
Type military, bomb suit
Infantry Battle Suit +8 30 Mil Covers entire body, future
military
Hard Armor +10 0 Mil Covers entire body, far future
military
Powered Armor (scout suit) +12 0 Mil Covers entire body, far future
military
Powered Armor (battle suit) +14 0 Mil Covers entire body, far future
military
Powered Armor (heavy suit) +10 5 200 Covers torso, far future, works
against lasers only
Reflective Vest
*Effective weight when worn. Most armor weighs quite a bit more when carried rather than worn.
61
Ranged Weapons
Medieval
Type Range Damage RoF Cost Weight Shots Min Str.
Axe, Throwing 3/6/12 Str+d6 1 75 2 — -
1 250 3 — d6
Bow 12/24/48 2d6 1 500 10 — d6
2d6 d8
Crossbow 15/30/60 -
-
AP 2, 1 action to reload d6
English Long Bow 15/30/60 2d6 1 200 5 — Min Str
Knife/Dagger 3/6/12 1 — d6
Sling 4/8/16 Str+d4 1 25 1 — d6
Spear 3/6/12 5 — —
Str+d4 1 10 d6
d6
Str+d6 1 100
Min Str
Black Powder Range Damage RoF Cost Weight Shots —
Type 2d8 1 300 15 — —
Brown Bess (.75) 10/20/40 12 — —
1-3d6* 1 300 3 — —
Notes: 2 actions to reload 2d6+1 1 150 8 — —
Blunderbuss (8G)* 10/20/40 11 — —
2d8 1 300 —
Notes: 2 actions to reload 2d8 1 250 —
Flintlock Pistol (.60) 5/10/20 —
Notes: 2 actions to reload —
Kentucky Rifle (.45) 15/30/60 —
—
Notes: AP 2, 3 actions to reload —
Springfield (.52) 15/30/60
Notes: 2 actions to reload
*A blunderbuss does 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range.
Modern Range Damage RoF Cost Weight Shots
Type 2 2
Pistols 4 6
Derringer (.44) 5/10/20 2d6+1 1 150 4 7
5 6
Notes: AP 1 12/24/48 8 7
Colt Dragoon (.44) 2d6+1 1 200 3 17
3 6
Notes: Revolver 2 9
Colt 1911 (.45) 12/24/48 2d6+1 1 200 4 6
Notes: AP 1, Semi-Auto 2d6+1 1 250
S&W (.44) 12/24/48
Notes: AP 1, Revolver
Desert Eagle (.50) 15/30/60 2d8 1 300
Notes: AP 2, Semi-Auto 12/24/48 2d6 1 200
Glock (9mm)
Notes: AP 1, Semi-Auto 12/24/48
Peacemaker (.45) 2d6+1 1 200
Notes: AP 1, Revolver 2d6-1
Ruger (.22) 10/20/40 1 100
Notes: Semi-Auto
S&W (.357) 12/24/48 2d6+1 1 250
Notes: AP 1, Revolver
Submachine Guns
H&K MP5 (9mm) 12/24/48 2d6 3 300 10 30
2d6 3 300 11 32
Notes: AP 1, Auto 12/24/48 2d6+1 3 350 13 50
MP40 (9mm) 2d6 3 300 9 32
Notes: AP 1, Auto
Tommy Gun (.45) 12/24/48
Notes: AP 1, Auto
Uzi (9mm) 12/24/48
Notes: AP 1, Auto
62
Shotguns 1-3d6 150 11 2 —
Double-Barrel (12g) 12/24/48 1-3d6 1-2 150 8 6 —
1-3d6 1 150 6 2 —
Notes: See text 12/24/48 1-3d6 1-2 450 10 12 —
Pump Action (12g) 1
Damage Cost
Notes: See text 5/10/20 2d10 RoF 750
Sawed-Off DB (12g) 2d8 1 300
2d8 1 300
Notes: See text 2d10 1 400
Streetsweeper (12g) 12/24/48 2d8 1 250
2d8 1 300
Notes: See text 1
Rifles Damage Cost
Type Range 2d8+1 RoF 450 Weight Shots Min Str
Barrett (.50) 50/100/200 2d8 3 400 35 11 d8
2d8 3 400 10 8 d6
Notes: AP 4, Snapfire, HW 2d8 3 400 9 5 d6
M1 (.30) 24/48/96 3 11 1 d8
2d8 500 8 7 —
Notes: AP 2, Semi-Auto 2d10 3 1000 10 15 d6
Kar98 (7.92) 24/48/96 2d8 3 750
2d8+1 3 1000
Notes: AP 2 2d8 3 1000
Sharps Big 50 (.50) 30/60/120 2d8+1 3 500
2d8+1 3 500
Notes: AP 2, Snapfire Penalty 2d8 4 750
Spencer Carbine (.52) 20/40/80 2d8 4 1000
2d8+1 3 1000
Notes: AP 2 3d6 3 5000
Winchester ‘76 (.45-.47) 24/48/96 3
Notes: AP 2
Assault Rifles
Type Range Weight Shots Min Str
AK47 (7.62) 24/48/96 10 30 d6
Notes: AP 2, Auto 24/48/96 10 20 d6
H&K G3 (.308)
Notes: AP 2, Auto
M-16 (5.56) 24/48/96 8 20 or 30 —
Notes: AP 2, Auto, 3RB 8 30 —
Steyr AUG (5.56) 24/48/96
Notes: AP 2, Auto, 3RB
Machine Guns
Gatling (.45) 24/48/96 40 100 —
84 200 —
Notes: AP 2, May not move 32 250 —
M2 Browning (.50 Cal) 50/100/200 33 250 d8
30 250 —
Notes: AP 4, Auto, May not move, HW 26 200 d8
M1919 (.30) 24/48/96 26 200 d8
20 200 d8
Notes: AP 2, May not move 54 50 —
M60 (7.62) 30/60/120 26 60 —
30 100 —
Notes: AP 2, Snapfire
7.7 MG (Japanese) 30/60/120
Notes: AP 2, Auto, Snapfire
MG34 (7.92) 30/60/120
Notes: AP 2, Snapfire 30/60/120
MG42 (7.92)
Notes: AP 2, Snapfire 30/60/120
SAW (5.56)
Notes: AP 2, Snapfire
Besa MG (7.92) 40/80/160
Notes: AP 2, Auto, May not move
DTMG (7.62) 30/60/120
Notes: AP 2, Auto, May not move
14.5mm MG 50/100/200
Notes: AP 2, Auto, May not move
63
Futuristic Range Damage* RoF Cost Weight Shots Min Str
Type
Laser Pistol 15/30/60 1-3d6 1 200 4 24 —
Notes: Semi-Auto 1-3d6 3 300 8 48 d6
Laser Rifle 30/60/120
Notes: Auto, 3RB
Laser MG 50/100/200 1-3d6 5 500 15 200 d8
Notes: Auto
*Increasing the damage per attack uses a like number of shots. A 3d6 attack, for instance, uses up 3
shots.
Vehicle Mounted & AT Guns
Note that most tank guns can fire Armor Piercing (AP) or High Explosive (HE) shells. A 37mm tank gun,
for example, can fire an Armor Piercing round at 4d8 damage with an AP value of 3, or a High Explosive
shell that causes 4d6 damage, has an AP of 3, and impacts with a Medium Burst Template.
AT and Tank Guns Range AP Rounds HE Rounds RoF
50/100/200 2d12, AP 4 — 4
Type 50/100/200 3d8, AP 4 — 3
20mm Cannon 50/100/200 3d8, AP 6 — 3
25mm Cannon 50/100/200 4d8, AP 3 3
30mm Cannon 75/150/300 4d8, AP 5 4d6, AP 3, MBT 4
37mm AT Gun 75/150/300 4d8, AP 5 3d8, AP 2, MBT 1
40mm Cannon 75/150/300 4d8, AP 4 3d6, AP 2, MBT 1
2pdr Tank Gun 75/150/300 4d10, AP 6 3d8, AP 2, MBT 1
57mm AT Gun 75/150/300 4d10, AP 13 3d8, AP 4, MBT 1
75mm Tank Gun 75/150/300 4d10, AP 12 3d8, AP 5, MBT 1
75mm (German) 100/200/400 4d10+1, AP 24 3d8, AP 5, MBT 1
76mm Tank Gun (US) 100/200/400 5d10, AP 68 4d8, AP 8, MBT 1
88mm (German) 75/150/300 4d10, AP 11 4d8, AP 30, MBT 1
120mm Tank Gun 100/200/400 5d10, AP 64 3d8, AP 4, MBT 1
76mm AT Gun (USSR) 150/300/600 5d10, AP 100 4d8, AP 45, MBT 1
125mm Tank Gun 75/150/300 3
100MGW Laser — —
20MGW Pulse Laser 3d6+2, AP 10, LBT
**All are Heavy Weapons
Ammunition
Ammo Weight Cost Notes
Arrow* —
Man-Killer Arrow 1/5 1/2 +1 damage, usually found only in Oriental settings
Teflon Arrow AP 2, modern eras only
Bullets, Small 1/5 1 Includes .22 to .32 caliber weapons
Bullets, Medium Includes 9mm to .45
Bullets, Large 1/5 5 Includes .50 and most rifle rounds
Quarrel* AP 2 (standard crossbow bolt)
Laser Battery 3/50 10/50 Provides one full magazine for the laser pistol, rifle, or MG
Shot (w/powder) For black powder weapons
Sling Stone 5/50 25/50 Stones can also be found for free with a Notice roll and
8/50 50/50 1d10 minutes searching, depending on terrain
1/5 2
1 25
1/10 3
1/10 1/20
*If it’s important arrows and quarrels can be recovered on a d6 roll of 4-6.
64
Special Weapons
Type Range Damage RoF AP Min Str Burst Weight
Cannon (shot) 50/100/200 3d6+1 1 4 — None —
— MBT —
Notes: Heavy Weapon — MBT —
Shrapnel 50/100/200 3d6 1 — — MBT —
Canister 24” path 2d6 1 — — MBT 12
d6 MBT 20
Catapult 24/48/96 3d6 1/3 4 d4 MBT 10
d4 MBT 3
Notes: Heavy Weapon d4 MBT 5
Rocket Launchers d4 MBT 15
Bazooka 24/48/96 4d8 1 9
— MBT —
Notes: Heavy Weapon, Snapfire, 3lbs / additional round — MBT —
Panzershrek 15/30/60 4d8 1 17 — MBT —
— MBT —
Notes: Heavy Weapon, Snapfire, 7lbs / additional round
Panzerfaust 12/24/48 4d8 1 20 — SBT 10
— MBT 20
Notes: Heavy Weapon, Snapfire — SBT 9
M203 40MM 24/48/96 4d8 1 — — MBT 4
Notes: Heavy Weapon, Snapfire d8 Cone 70
M72 Law 24/48/96 4d8+2 1 30
— MBT 2
Notes: Heavy Weapon, Snapfire — MBT 2
AT-4 24/48/96 4d8+2 1 40
Notes: Heavy Weapon, Snapfire
Missiles
TOW Missile 100/200/400 4d6 1 140
Notes: Heavy Weapon, Snapfire
Hellfire Missile 75/150/300 5d8 4 150
Notes: Heavy Weapon
Sidewinder 100/200/400 4d8 2 6
Notes: Heavy Weapon
Sparrow 150/300/600 5d8 2 6
Notes: Heavy Weapon
Mines
Anti-Personnel Mine — 2d6+2 — —
Anti-Tank Mine — 4d6 — —
Notes: Heavy Weapon, AP 5 vs. ½ lowest Armor (round up)
Bouncing Betty — 3d6 — —
Notes: See text
Claymore Mine — 3d6 — —
Notes: Treat as canister
Flamethrowers
Flamethrower Cone Template 2d10 1 —
Notes: Ignores Armor
Grenade
Mk67 Pineapple (US) 5/10/20 3d6 — —
Potato Masher (Ger) 5/10/20 3d6-2 — —
Cost is dependent on the setting, but the weapons above are usually provided by military or
government forces
65
Vehicles For Armor, figure the average thickness in
inches of any metal on the vehicle and multiply
On the following pages are a number of sample by 2.5. This is a good baseline and will need more
tinkering if it’s really important based on the type
vehicles for land, air, and water, including some of metal, how much of the vehicle it covers, and
so on.
military vehicles such as tanks and armored
Passengers lists the number of crew plus any
personnel carriers. additional passengers it can transport. A notation
of “2+8,” for example, means it has a crew of 2
Acc/Top Speed is the vehicle’s Acceleration and can carry 8 additional passengers.
and Top Speed in inches per round. The Top Cost is the average price of the vehicle. If the
cost is “Military,” the cost is beyond the means of
Speed of vehicles is set for battlefields (not the most characters and is typically purchased only
by state militaries.
open highway, where they can usually double their
Special Notes
speed). They’re adapted to work on the table-top,
Air Bags: Passengers with air bags roll half the
which means they’re not entirely realistic but work normal damage dice in a collision (round down),
minus one.
well for the game. Top Speed is typically half the
Amphibious: The vehicle can enter water
vehicle’s operational speed for military vehicles, without flooding or capsizing. See the individual
descriptions for their movement rates while in
or one-quarter speed for civilian cars. Acceleration water.
varies far more widely—use the examples from AMCM (Anti-Missile Counter Measures): Some
jets or spacecraft are equipped with anti-missile
the Vehicle Table as a guide. counter measures, such as chaff, flares, or decoy
pods. The number of AMCM is a reflection of
Climb is a relative value used to determine if “bursts,” not actual flares or decoys. When used,
an AMCM adds +2 to the user’s Piloting roll that
an aircraft has a better ability to gain altitude than round only for purposes of evading missiles.
another, as you’ll see in the Chase Rules on page Fixed Gun: The vehicle’s weapon cannot rotate.
82. If converting vehicles of your own, use the Four Wheel Drive (4WD): These vehicles treat
each inch of difficult terrain as 1.5 (instead of 2).
following guidelines:
Heavy Armor: Only weapons marked as Heavy
Climb Example Aircraft Weapons can hurt this vehicle, regardless of the
damage roll. This keeps a really lucky pistol shot
–2 Balloons, steampunk helicopters from destroying a tank. Vehicles with Heavy Armor
halve damage they take from colliding with other
–1 Craft which ascend relatively slowly, obstacles (including vehicles) that don’t have
Heavy Armor.
such as civilian helicopters
Heavy Weapon: This weapon can harm vehicles
0 WWII bombers, “heavy” aircraft, equipped with Heavy Armor.
modern helicopters Hover: The vehicle is a hovercraft and can ignore
most low terrain obstacles and water.
1 Light civilian aircraft, medium fighters
Infrared Night Vision: Thermal imaging devices
2 Early light fighters halve darkness penalties (round down) for heat-
producing targets.
3 Jets, very agile fighters, aircraft which
Night Vision: “Starlight” and other night vision
ascend very quickly equipment eliminate Dim and Dark lighting
Previous editions of Savage Worlds used Climb penalties.
as an actual measurement of inches an aircraft
could ascend in a round. In setting books where
Climb uses the previous Climb values, simply
estimate based on the table above.
Toughness is the vehicle’s base durability
including Armor (in parentheses); vehicles with
three numbers listed have different values for
Front/Sides/Rear. Figuring Toughness for vehicles
is very difficult due to different types of materials
or armor, weak points vs. strong points, and so
on, but in general you can use this chart to set
the base Toughness:
Weight in Tons Base Toughness
<1 6–8
2–4 9–11
5–25 11–12
26–60 13–14
61–100 15–18
100–200 19–22
Every 100 tons thereafter +3–5 Toughness
66
Gear
Sloped Armor: In the best armored vehicles, Stealth Paint: This is black paint that imposes a
armor is sloped so as to increase the chance that –4 to rolls made to spot the vehicle with sensors.
a hit will be deflected off the tank’s armor. Ballistic
attacks against this target suffer a –2 penalty. Tracked: Unless otherwise noted, the vehicle is
assumed to have wheels. Tracked vehicles can
Spacecraft: The vehicle is designed for use in climb over most low obstacles such as logs, and
outer space. Those followed with /Atmospheric treat each inch of difficult terrain as 1.5 (instead
can enter and exit planetary orbits as well. of 2).
Stabilizer: A stabilizer reduces the Unstable Weapons: Weapons are statted in the vehicle’s
Platform penalty for whatever weapon it’s attached text. Note that the Rate of Fire for missiles and
to (usually its main gun unless stated otherwise) rockets indicates how many may be fired in one
to –1 (rather than the usual –2). An Improved action.
Stabilizer negates the penalty entirely.
Vehicles
Civilian Vehicles
Vehicle Acc/TS Toughness Crew Cost Examples
Horse & Carriage $1-3K See horse, p. 160
Animal’s Pace 10 (2) 1+3
Early Car 5/16 8 (2) 1+3 $1000 Model Ts and the like
Motorcycle 20/36 8 (2) 1+1 $3000 Street bike
Dirt Bike 15/32 8 (2) 1 $2000
Notes: +4 Toughness vs. jumps; Off Road (4WD)
Compact Car 10/36 10 (3) 1+3 $5-14K Neons, Chevettes
Mid-Sized Car 20/40 11 (3) 1+4 $20-60K
Notes: Air bags, luxury features
SUV 20/40 14 (3) 1+7 $20-60K
Notes: Luxury features; 4WD
Sports Car 30/56 10 (3) 1+3 $15-$300K Mustang to Lamborghini
Semi 5/30 16 (4) 1+1 $150-300K
Notes: Trailer is Toughness 14 (2)
World War II Fighting Vehicles
Vehicle Acc/TS Toughness Crew Cost
Jeep 10/40
7 (1) 2+3 Military
Notes: Four Wheel Drive
Weapons: M2 .50 cal on center pintle mount
M4 Sherman 5/12 21/16//16 (9/4/4) 5 Military
Notes: Heavy Armor, Stabilizer, Tracked
Weapons: US 75mm tank gun, M1919 coax, M1919 hull, M2 .50 cal on commander’s hatch
M5A1 Stuart 5/14 15/13/13 (5/3/3) 4 Military
Notes: Heavy Armor, Stabilizer, Tracked
Weapons: US 37mm tank gun, M1919 bow, M2 .50 cal on commander’s hatch
Churchill VII 5/5 23/22/21 (9/8/7) 5 Military
Notes: Heavy Armor, Tracked
Weapons: UK 40mm tank gun, Besa MG bow, Besa MG coax
Daimler 10/18 11/11/11 (1/1/1) 2+3 Military
Notes: Heavy Armor, All Wheel Drive
Weapons: UK 2pdr cannon, Besa MG coax
T-34/76 5/14 19/17/18 (7/5/6) 4 Military
Notes: Heavy Armor, Tracked
Weapons: USSR 76mm tank gun, DTMG 7.62 coax, DTMG 7.62 bow
BA-64B 5/20 12/11/11 (2/1/1) 2 Military
Notes: Heavy Armor, Sloped Armor, Tracked
Weapons: DT 7.62 turret
67
SDKfz 234/2 (Puma) 5/20 15/12/12 (4/1/1) 4 Military
Notes: Heavy Armor, Four Wheel Drive
Weapons: 50mm cannon, MG34 coax
PzIVJ 5/10 20/15/14 (8/3/2) 5 Military
Notes: Heavy Armor, Tracked
Weapons: German 75mm gun, MG34 bow, MG34 coax
PzVI Tiger 4/9 25/23/23 (10/8/8) 5 Military
Notes: Heavy Armor, Tracked
Weapons: German 88mm gun, MG34 bow, MG34 coax
Modern Fighting Vehicles
Vehicle Acc/TS Toughness Crew Cost
M1A1 Abrams 5/24 77/58/29 (60/41/12) 4 Military
Notes: Heavy Armor, Stabilizer, Tracked
Weapons: 120mm Gun, M60MG coax, M60MG hull, .50 cal MG on commander’s hatch
M2 Bradley 5/14 16/15/14 (4/3/2) 3+7 Military
Notes: Heavy Armor, Stabilizer, Tracked
Weapons: 25mm Autocannon, TOW Launcher
T-72 MBT 5/20 61/31/26 (45/15/10) 3 Military
Notes: Heavy Armor, Stabilizer, Tracked
Weapons: 125mm Gun, DTMG coax, DTMG on commander’s hatch
T-80 MBT 5/22 66/35/26 (50/19/10) 3 Military
Notes: Heavy Armor, Stabilizer, Tracked
Weapons: 125mm Gun, DTMG coax, DTMG on commander’s hatch
BTR 70 APC 7/20 15/14/14 (3/2/2) 2+8 Military
Notes: Amphibious, Four Wheel Drive
Weapons: 14.5mm MG and 7.62mm MG in turret
Futuristic Military Vehicles
Vehicle Acc/TS Toughness Crew Cost
Hover Tank 8/32 116/96/76 (100/80/60) 3 Military
Notes: Heavy Armor, Hover, Night Vision, Improved Stabilizer
Weapons: 100MGW Laser in turret, 20MGW Pulse Laser in hull
Hover APC 10/30 75/60/60 (60/50/50) 2+12 Military
Notes: Heavy Armor, Hover, Improved Stabilizer
Weapons: 20MGW Pulse Laser in hull
Watercraft
Vehicle Acc/TS Toughness Crew Cost
Rowboat 1/2 8 (2) 1+3 $500
Cigarette Boat 20/40 10 (2) 1+3 $60K+
Small Yacht 2/10 13 (2) 1+9 $500K+
Hydrofoil 4/13 15 (3) 1+9 $400K+
Notes: Various armament
PT Boat 3/10 13 (2) 10 Military
Notes: Heavy Armor
Weapons: 50 cal MG (forward), .50 cal MG (stern), 4 torpedo tubes (forward)
Patrol Boat, River 3/12 15 (4) 4 Military
Notes: Heavy Armor
Weapons: 2 x .50 cal MG (forward), 2 x M60 MG (port and starboard), .50 cal MG (stern)
Galleon 2/6 20 (4) 20+80 $300K+
Notes: Heavy Armor
Weapons: 46 x Cannon
Galley 2/8 19 (4) 20+100 $150K
Notes: Heavy Armor, Acc/TS is 1/3 under sail, most are equipped with catapults
68
Aircraft
Civilian
Vehicle Acc/TS Toughness Crew Cost Climb
Helicopter 20/50 11 (2) 1+3 $500K+ –1
Cessna Skyhawk 20/48 12 (2) 1+3 $150K+ 1
Biplane 10/30 11 (1) 1 $150K+ 0
Learjet 25/200 14 (2) 2+10 $20M+ 3
Space Shuttle 70/800 16 (4) 1+40 $250M+ 3
World War II Era Aircraft
Vehicle Acc/TS Toughness Crew Cost Climb
P-47 Thunderbolt 20/172 14 (2) 1 Military 1
Weapons: 8 x .50 cal MG
P-51 Mustang 20/175 13 (2) 1 Military 2
Weapons: B 6 x .50 cal MG
B-17 Flying Fortress 10/126 17 (2) 10 Military –1
Weapons: B 2 x .50 cal MG nose, 2 x .50 cal MG top turret, 2 x .50 cal MG ball turret, 1 x .50 cal MG
left and right waist slot, Bombs
Spitfire Mk IIA 15/145 10 (1) 1 Military 1
Weapons: 8 x 3.03 MG
Japanese Zero 20/140 12 (2) 1 Military 1
Weapons: 2 x 7.7 MGs, 2 x 20mm Cannons
BF-109 20/140 11 (2) 1 Military 1
Weapons: 20mm Cannon, 2 x 13mm MG
Modern Military Aircraft
Vehicle Acc/TS Toughness Crew Cost Climb
UH-1 (Huey) 15/48 14 (2) 4+12 Military 0
Weapons: 2 x M60 MG
AH-64 Apache 20/60 16 (4) 2 Military 0
Notes: Night Vision
Weapons: 30mm Cannon, 16 x Hellfire Missiles
AV-8B Harrier 20/180 15 (3) 1 Military Special
Notes: –1 Climb in VTOL mode, +2 Climb as jet
Weapons: 25mm Cannon, 2 x Sidewinder Missiles, Bombs
F-15 Eagle 50/700 16 (4) 1 Military 4
Notes: Night Vision
Weapons: 20mm Cannon, 4 x Sidewinder Missiles, 4 x Sparrow Missiles, Bombs
SU-27 40/625 16 (4) 1 Military 4
Notes: Night Vision
Weapons: 30mm Cannon, 4 x Sidewinder Missiles (Soviet equivalent)
69
Chapter Three:
Game Rules
The Savage Worlds rules provide a simple ►► Modifiers: Circumstances modify the die roll,
framework for your tales of adventure and glory. such as shooting at something at long range or
In this chapter we’ll show you how to make basic finding a well-hidden clue. Some things, such as
skill and attribute checks and make your combats ranged attacks, have standard modifiers. It’s up
Fast, Furious, and Fun! to the GM to determine any modifiers for more
subjective tasks, such as spotting an ambush or
Wild Cards & Extras eavesdropping on a conversation through a door.
Your hero (a player character), and unique allies, In general, an easy task, such as finding tracks
villains, and monsters are collectively called “Wild in the mud, is made at +2. A difficult task, such as
Cards.” These beings have a little better chance at finding tracks by torchlight, is made at –2. A very
doing things, are a little tougher to put down, and difficult task, such as finding tracks in a rainstorm,
are generally more detailed than common guards, is made at –4.
minions, or lackeys—collectively called “Extras.”
Aces
Wild Cards are noted with a design of some sort
before their name, like this: All Trait tests and damage rolls in Savage
Worlds are open-ended. That means that when
Serious Chapel you roll the highest number possible on a die (a 6
on a d6, an 8 on a d8, and so on), you get to roll
The actual Wild Card symbol varies and is that die again and add it to the total. This is called
usually themed for the particular setting, such an “Ace.” Any modifiers to the die roll should be
as a skull-and-crossbones for a pirate game like tacked on after adding up an Aced roll.
50 Fathoms, or the visage of the puritan himself
in Solomon Kane®, but a symbol in front of the Raises
name always means the character is a Wild Card.
Sometimes it’s important to know just how
Besides your own characters, it’s up to the successful a Trait test was. Every 4 points over
Game Master to decide which characters are Wild what you need for success is called a “raise.” If
Cards. The sergeant of the City Watch probably your hero needs a 4 to Shoot an opponent and
isn’t a Wild Card, but Sergeant Grimlock of the City rolls an 11, he hits with one raise (and would have
Watch, a veteran of many wars and an important two raises with a roll of 12). Figure raises after
character in your campaign, certainly is. Skytch adjusting for any modifiers.
the Dragon is also a Wild Card, though his three
young wyrms aren’t. You’ll see the difference Unskilled Attempts
between Wild Cards and Extras as you continue
to read, but for later reference, the differences are: If a character doesn’t have a skill for an action
• Wild Cards can suffer multiple wounds. he’s attempting, he rolls a d4 and subtracts 2 from
the total. Wild Card characters still get their Wild
• Wild Cards always roll a Wild Die along with Die for these rolls (which are also subject to the –2
their Trait die when making tests and take the penalty). The GM may decide that a character has
better of the two. no chance at a particular skill if he has no training
in it—such as performing surgery or flying a plane.
Trait Tests
Opposed Rolls
To use an attribute or skill, simply roll the die
assigned to it. If the result is a 4 or better (the Sometimes rolls are “opposed” by an opponent.
“Target Number” or TN), the action is successful. If two characters are wrestling for control of an
For example, if a character’s Strength is a d6, ancient artifact, for example, they both make
he rolls a six-sided die. On a 4 or better, he’s Strength rolls and compare results.
successful.
70
Game Rules
When this happens, the acting character gets Bennies
his Trait total first. If he wants to spend Bennies
(see the next section), he does so now. When Every now and then the dice may not work for
he’s satisfied with his total, his opponent gets to you. That’s why Savage Worlds gives you, the
roll. The highest total wins. In a tie, the two foes player, a little control over your hero’s fate.
continue to struggle with no clear victor.
Every player starts each game session with
The winner of an opposed roll considers three “Bennies” (American slang for “benefits”),
his opponent’s total as his TN for purposes of represented by gaming stones or other tokens that
determining any raises. signify a little bit of good luck or fate. The Game
Master may also give you more Bennies for great
Cooperative Rolls roleplaying, overcoming major obstacles, or even
entertaining everyone with an outlandish action,
Sometimes characters may want to cooperate side-splitting comment, or other memorable act.
and help a friend complete some kind of urgent (Tips for awarding Bennies can be found in the
task. If two or more characters want to perform a Game Master’s section on page 145.)
task together (and the GM decides it’s possible
for them to do so), the lead character makes his You can use Bennies to reroll any Trait test.
roll and adds +1 for every success and raise his Make the entire roll from scratch. If you’re firing
companions achieved on their own rolls. This has three shots on full-auto and don’t like the results,
a normal maximum of +4 for all tasks except those pick up all three dice and your Wild Die and roll
of Strength, which have no maximum. again. You can keep spending Bennies and
rerolling as long as you like, and take the best of
Characters may not make cooperative rolls if your attempts. If you roll a 5, for example, and a
they don’t actually have the skill in question. (You Benny gets you a 4, keep the original 5 instead.
can’t make default rolls to aid with Boating, for
example, if your character doesn’t actually have Bennies cannot be spent on tables, damage rolls
the Boating skill.) (unless a character has the No Mercy Edge), or
any other roll that isn’t a Trait roll.
Group Rolls ►► Soak Rolls: Bennies can also be used to save
your bacon from deadly attacks. Choose carefully
When you want to make a noncombat Trait roll where you spend them! See Damage for complete
for a group of Extras, roll one Trait die as usual information on how to make Soak rolls.
along with a Wild Die. Take the better of the two
as always and treat this as the group’s total. This Game Master Bennies
way you get a nice average without having to
make individual Fear rolls for every Extra who Game Masters get Bennies too. At the start of
sees a dragon, or watch one clumsy soldier ruin each session, the GM gets one Benny for each
a stealthy approach for his 49 companions. player character. He may use these for any of his
villains throughout the course of the game.
The Wild Die
Each of the GM’s Wild Cards also gets two
Extras roll a single die as described above. But Bennies per game session. They can use these
Wild Cards roll an extra d6 and take the highest or any of the Bennies in the common pool to save
of their normal die or the “Wild Die” when making their evil skins, but they can’t share their own
skill or attribute rolls. Wild Dice are rolled just like Bennies with other nonplayer characters.
the Trait die, and can Ace as well (see above).
►► Critical Failure: The downside is that snake- As with heroes, Bennies are not saved between
eyes (double 1s) on one of these rolls is a critical sessions.
failure. The GM gets to make up something rotten
to happen to your character. That’s the price Fate
charges for making someone a hero.
Example: Buck Savage, international
adventurer, faces wild-eyed cultists. He has
a d10 Shooting and rolls his d6 Wild Die. The
Wild Die comes up 4, but he Aces (a 10) on
the d10. He sets the Wild Die aside and rolls
the d10 again. He gets another 10, then rolls
again and gets a 3. His total is (10+10+3=) 23!
71
Combat • Each group of Game Master characters,
such as all zombies, all wolves, and so on,
Whether they are the blood-soaked plains of share a card.
Mars or the corpse-strewn battlefields of the far
future—these are Savage Worlds and there will Exactly which nonplayer character groups get
be violence. We recommend using miniatures or their own cards is up to the GM. If he wants to
markers of some sort so that players understand break his 30 zombies into 5 groups of 6, that’s fine.
their surroundings and can use the terrain to their Your goal is to do whatever makes running the
advantage. If miniatures aren’t your thing, see the battle as quick and easy as possible. Generally,
sidebar on page 73. Wild Cards and other unique characters get their
►► Distance: Because the game assumes you own card.
are using terrain or a battle-mat and standard ►► Shuffle: Shuffle the deck after any round in
28mm miniatures, movement and weapon ranges which a Joker was dealt.
are listed in inches. If you need to translate that ►► Large Groups: In very large groups, or time-
to regular distance, each inch is equal to 2 yards. sensitive games, the Game Master might want
to try dealing a single card per side (heroes and
If the GM needs a different scale to accommodate villains). On the heroes’ turn, simply start at one
a larger battle, such as a long-range firefight end of the group and work quickly around. This
between tank platoons, simply divide weapon and will speed things up dramatically if that’s more
movement ranges as needed. important than varying initiative order. If one or
►► Time: When a fight breaks out, game time more characters have Level Headed or Quick, let
breaks down into rounds of six seconds each. Ten that apply to the draw (but only once).
rounds, then, is one minute.
The Countdown
Using Allies
Once the cards are dealt, the Game Master
Allied Extras are divided up among all the players starts the round by counting down from the Ace to
to control. This is a very important part of Savage the Deuce, with each group resolving its actions
Worlds because our settings often feature allied when its card comes up.
bands of skilled hirelings, fellow grunts, or loyal ►► Ties: Ties are resolved by suit order: Spades
retainers, and the game is designed to handle them are first, then Hearts, Diamonds, and Clubs
quickly and easily. It’s also designed for the players (reverse alphabetical order).
to control them—not the Game Master.
Jokers
It doesn’t matter whether or not the characters
control the allies, only that the players do. This When a player draws a Joker, his character
keeps everyone involved in the action even if his can go whenever he wants in the round, even
hero is out of the fight, and makes running large interrupting another character’s action if he wants.
combats much easier and fun for everyone. Of In addition, add +2 to all Trait tests this round, and
course the GM can always take charge of Extras +2 to damage totals as well!
when the need arises, but with good roleplayers,
this should rarely be necessary. Some tips for Hold
the Game Master on using Allies can be found
on page 146. A hero may choose to wait and see what
happens by taking a Hold action. He may then
Initiative go later in the round if he chooses. A Held action
lasts until it’s used. If a character has a Held card
The action in Savage Worlds is fast and furious. when a new round starts, he’s not dealt in.
To help the Game Master keep track of who goes
in what order and add a little randomness to the If a character is Shaken while on Hold, he
game, we use a single deck of playing cards immediately loses his “Hold” status and any
with both Jokers left in to determine everyone’s remaining actions for the round. If the victim
initiative. soaks the attack and avoids the Shaken result,
he remains on Hold.
Deal in characters as follows: ►► Interrupting Actions: If a character on Hold
• Every Wild Card is dealt a single card. Any wants to interrupt an action (including a rival who
was also on Hold), he and the opponent make
allies under that player’s control act on his opposed Agility rolls. Whoever rolls highest goes
initiative card as well. first. In the rare case of a tie, the actions are
simultaneous.
72
Game Rules
Surprise Games Without Miniatures
Combat often starts before everyone involved Weapon ranges, character and vehicle
is prepared. An ambush, a sudden double-cross, movement rates, and even the templates are all
or a trap might all give one side in a fight an edge based on using figures on a table-top. That’s why
over the other. they’re measured in inches rather than yards,
miles-per-hour, and so on.
When this happens, the side that started the
fight is not dealt cards but begins the fight on But many times you won’t want to use miniatures.
Hold. Victims of the surprise attack must make Here are some quick and dirty ways to handle
Notice rolls. Those who make it are dealt in as those situations that are usually dependent on
usual. Those who fail get no card in the first round table-top measurements.
of combat. ►► Range: The GM should simply decide how
far away targets are. Mentally, it’s much easier
Design Note - Action Cards for most people to think in yards. Remember that
every two yards is one inch on the table-top, so
Some new players have been hesitant if a target is about 20 yards away, it’s 10” away.
to use cards for initiative. We’ve presented ►► Templates: Without exact placement of
optional die-rolling systems in previous miniatures it’s tricky to know how many foes
editions, but the truth is, the card-based might be caught by an area-effect attack (like a
initiative system works and is a lot of fun. If grenade). For these occasions, figure a Small
you’re new to it, try it. Burst Template affects 1d3 foes, a Medium Burst
or Cone Template affects 2d4 foes, and a Large
We’ve found the excitement of drawing a Burst Template catches 2d6 opponents.
Joker—or getting a Queen when the monster
that’s about to kill your hero is on a Jack—is Allies adjacent or in combat with these foes
a major part of the game and those who give suffer damage as well unless the attack hits with
it a chance quickly realize how well it works a raise.
for Savage Worlds—particularly when it
comes to keeping track of large groups of
heroes and villains.
73
Savage Worlds
Movement ►► Group Running Rolls: When rolling for
a group of nonplayer characters, villains, or
Characters may move their full Pace (usually 6” monsters, the GM or controlling player makes
for humans) in a round. This is considered a free a single running roll. The whole group doesn’t
action and doesn’t inflict a penalty to any other actually have to run—it’s just a convenient way
actions, such as firing a weapon or taunting a foe. to save a little time in the heat of battle.
►► Crawling: A character may crawl 2” per turn.
This counts as being prone when being fired upon. Actions
►► Crouching: A character may move while
crouching at half Pace. He may run while Characters perform “actions” when their card
crouched (halve his total Pace after rolling for comes up each round. A character can move
running). Ranged attacks against him suffer a (see Movement) and perform one regular
–1 penalty. action—attacking, running, casting a spell, and
►► Going Prone: A character may fall prone at so on—without penalty.
any time during his action. Getting up costs 2” of
movement. See Prone on page 85 for the benefits Characters can perform a multitude of actions
of being prone. when their card comes up in combat. The most
►► Difficult Ground: Difficult ground such as common actions are making Tests of Will, using a
mud, steep hills, or snow, slows characters down. power, or attacking with the Fighting or Shooting
Count each inch of difficult ground as two inches skill. These are all covered on the following pages.
for purposes of movement.
►► Jumping: A character can jump 1” horizontally Simpler actions such as readying an item,
from a dead stop, or up to 2” with a “run and go.” drawing a sword, or other quick tasks usually take
A successful Strength roll grants one extra inch one action. More complex actions, such as lighting
of distance. a torch, digging through a backpack to find a small
item, and so on, might require a random amount
Running of time (such as 1d6 rounds). The Game Master
has the final say.
A character may run an additional ►► Readying Weapons: Drawing a weapon
1d6” during his turn if he usually takes an entire round, but a character can
wishes. Characters suffer a –2 do it faster if she wants. This is an action, however,
penalty (the standard multi- and so inflicts the standard multi-action penalty of
action penalty) to all –2 to the character’s attack roll.
other actions made
while running. Drawing two weapons at once, drawing a
weapon from a difficult location (such as an ankle
holster or inside a coat), or drawing a large or
74
Game Rules
unwieldy weapon (a rifle, a shotgun, etc.), still two Fighting dice and one Wild Die. He can use
inflicts a single –2 penalty, but requires an Agility the Wild Die’s total to replace either of his Fighting
roll. If the roll is failed, the weapons are drawn but dice if he chooses. The Wild Die must either
the character may not attack that round. replace one of the regular dice or be ignored—it
never adds another action or attack to the roll.
Multiple Actions
Attacks
Characters may perform multiple actions such
as Intimidating someone while blasting away with The heart of Savage Worlds is its fast, furious
a shotgun, running and Fighting, attacking with a combat. Here’s everything you need to know to
weapon in each hand, and so on. Two important decimate your foes and keep your hero alive.
rules apply:
Melee Attacks
• A character can’t fire more than his weapon’s
Rate of Fire in one round The Target Number to hit an opponent is equal to
the opponent’s Parry score (2 plus half his Fighting
• A character may not make more than one ability; that’s a 2 if he has no Fighting skill).
Fighting attack with the same weapon in ►► Bonus Damage: If your attack hits with a
one round raise, add +1d6 to your damage total as well!
The d6 may Ace just like any other damage roll.
In essence, a hero may not perform the same
action twice in a round—he can’t make two Ranged Attacks
simultaneous Intimidation rolls or cast two different
spells. He could make a Fighting and a Shooting The Shooting skill covers everything from pistols
attack if he had a gun in one hand and a knife in to rocket launchers. The base TN to hit something
the other, however, and could even issue a Taunt at Short range is 4 as usual. Shots at Medium
at the same time. He could only make two Fighting range subtract 2 from the Shooting roll, and shots
attacks if he had a knife in each hand, however at Long range subtract 4 from the roll.
(or had the Frenzy Edge). ►► Bonus Damage: If you hit your target with a
raise, add +1d6 to the damage total. This roll may
Each additional action attempted in a round Ace just like any other damage roll.
subtracts 2 from all the hero’s rolls. If an
adventurer wants to fire a gun with one hand Range Modifiers
and slice at an adjacent foe with a sword in the
other, for instance, he subtracts 2 from both rolls. Range Modifier
If he also wanted to make a Test of Wills against Short —
someone at the same time, he subtracts 4 from Medium –2
all his rolls. Long –4
Wild Cards get their Wild Die on each action ►► Rate of Fire: The Rate of Fire is how many
as usual. Shooting dice the character rolls when firing the
weapon. These additional shots must be taken at
A moving character may perform these actions the same time, and each point of RoF grants the
at different points in his movement, but still suffers hero another Shooting die. A pistol with a RoF of
the multi-action penalty. This might seem a little 2, for example, gives a character two Shooting
odd in practice—a character might shoot a pistol, dice, which may be aimed at two different targets.
move a few inches, then issue a Taunt—suffering
a –2 penalty to both even though the Taunt roll A submachine gun with a RoF of 3, for example,
has yet to be resolved—so make sure the player is allows the player to roll up to three Shooting dice
committed to both actions before resolving either. at once at up to three different targets. These
►► Free Actions: Some minor actions are “free” shots can be split among all possible targets as
and don’t inflict multi-action penalties. Speaking the player desires, but must all be taken at the
a short sentence or two, moving up to the same time. A shooter with an Uzi can’t fire one
character’s Pace, falling prone, resisting opposed shot, then move and fire two more, for instance.
rolls, or dropping an item are all examples of free
actions. Wild Cards roll one Wild Die with the Shooting
►► One Wild Die Per Action: When Wild Cards roll, and can use it in place of one of the Shooting
roll multiple dice for a single action, such as when dice if they choose.
firing a machine gun, they roll only one Wild Die.
A warrior with the Frenzy Edge, for example, rolls Example: A special agent fires a
submachine gun (RoF 3) at two terrorists.
The agent is a Wild Card with a Shooting
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Savage Worlds
of d8, so he rolls 3d8 plus a Wild Die (d6). Damage
The player decides to put two shots into the
closest terrorist and one at the further target. After a successful close combat or ranged hit,
He rolls the two at the closest terrorist first, the attacker rolls damage. Ranged weapons do
then rolls a third d8 for the second. He also fixed damage as listed in the Gear section. Most
rolls his Wild Die. pistols, for example, cause 2d6 damage.
He scores a hit on each with his Shooting Hand weapons cause damage equal to the
dice and misses with the third, but his Wild attacker’s Strength die plus a second die, which
Die hit so he replaces one of the failed depends on the weapon. A barbarian with a d12
Shooting dice with it and gets his maximum Strength and a long sword (d8 damage) rolls
three hits (since that was his RoF). d12+d8 damage. Even though Strength is used
to determine melee damage, this isn’t a Trait roll.
►► Firing Blind: Sometimes a character may Wild Cards don’t add a Wild Die to the roll and
want to fire at targets they have no fix on they can’t spend Bennies if they’re unhappy with
whatsoever. In these cases, allow the attacker the results.
to make a Shooting roll at –4 as above. Should
he hit, the target may make a simple Stealth roll All damage rolls can Ace.
to ignore the attack (it misses).The Stealth roll is ►► Unarmed Combat Damage: An unarmed
made at –2 if the attack was made with a RoF of combatant rolls only his Strength die.
3 or more. ►► Bonus Damage: Well-placed attacks are
more likely to hit vital areas, and so do more
Attack Modifiers damage. If your hero gets a raise on his attack roll
(regardless of how many raises), he adds +1d6 to
►► Cover: Attackers suffer a penalty when the final total. This roll may also Ace!
attempting to hit a target behind cover:
• Light Cover: Characters subtract 1 from Applying Damage
their attack rolls if half or less of their target The damage of an attack is compared to the
is obscured. victim’s Toughness just like a Trait roll (though it
• Medium Cover: The penalty is increased to isn’t one so you can’t spend a Benny on it). With
–2 if more than half of the target is hidden from a success, the victim is Shaken. For each raise
view. This is the usual penalty for attacking a over his Toughness he suffers a wound as well,
prone character (see Prone). as shown below:
• Heavy Cover: The penalty is –4 if only a small • Success: The character is Shaken. If he
part of the target is visible (prone beside a tree,
behind a high wall, peeking around the corner was already Shaken, he suffers a wound and
of a building, etc.). remains Shaken. To cause a wound, the latter
• Near Total Cover: Attacking through a very Shaken result must come from a physical
tight opening that provides near total cover, attack of some kind—not a Test of Wills or
such as an arrow slit, subtracts 6 from enemy other maneuver.
attack rolls. • Raise: The character suffers a wound for
►► Illumination: Attacking a poorly-illuminated every raise on the damage roll, and is Shaken.
target is more difficult than a similar attack with (When wounds are caused, it doesn’t matter if
good lighting, and incurs the following penalties: the victim was already Shaken beforehand.)
• Dim: Twilight, light fog, night with a full moon,
and so on subtract 1 from combatants’ attack Example: A barbarian hits an ogre with a
rolls. Toughness of 11. The barbarian’s friend, a
• Dark: Normal darkness with some ambient light rogue, has already taunted the beast (a Test
(starlight, partial moon) inflicts a –2 penalty, and of Wills, see page 86) and Shaken it.
targets aren’t visible outside of 10”.
• Pitch Darkness: Targets aren’t visible at all If the barbarian’s damage is 11-14, that’s a
in pitch blackness, but if a character knows success and would normally Shake the ogre.
roughly where a victim is (he can hear him, Since it’s already Shaken, he suffers a wound
target is in a confined space, a glint of light and remains Shaken.
shines off his blade, etc.), he may be attacked
at –4. If the barbarian’s damage is 15+—a raise or
more—he’d simply cause wounds. The ogre
is already Shaken, and since a wound was
caused, there’s no further effect.
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Game Rules
Design Note - Up, Down, or Off the Table ►► Spending Bennies: A player may spend a
Benny at any time to remove her Shaken status
One of the core principles of Savage (even when it is not her turn).
Worlds is that figures are up, down, or off
the table. This assumes you’re using figures, Wounds
but the concept applies even if you’re not.
Up, down, or off the table means the Game Every raise on the damage roll inflicts a wound.
Master can have dozens of actors (allies, Wounded Extras are removed from play. They’re
enemies, etc.) and easily keep track of them dead, injured, or otherwise out of the fight.
all because those that are up are fine and Wild Cards can take three wounds and still
operating normally, those that are down are function. If another wound would be caused after
Shaken, and those who are Incapacitated that, they’re Incapacitated (see below). Wild Cards
are removed. Understanding that may help never have more than three wounds—anything
you better understand why the Shaken rules beyond that is just considered three wounds and
work the way they do. Incapacitated (see below).
►► Wound Penalties: Each wound a Wild Card
Of course the Game Master shouldn’t fill suffers causes a –1 cumulative penalty to his Pace
the table with miniatures simply because he (minimum of 1) and to all further Trait tests—up to
can. Instead, the ability to handle such large the maximum of a hero’s 3 wounds. A hero with 2
fights is a tool to let the player characters wounds, for example, suffers a –2 penalty to his
adopt different strategies than they would Pace and any Trait tests.
in most games where this just isn’t practical. ►► Timing: Characters sometimes take multiple
Want to recruit a warband to help you take hits on the same Action Card. Resolve each
down that orc horde? No problem! Want to damage roll separately and completely before
add several platoons of tanks to help storm moving on to the next (including any Soak rolls).
that enemy trench? Can do! One of our most
infamous convention scenarios is a dozen Incapacitation
tanks and 50 soldiers per side supporting a
raid by the player characters—all handled Incapacitated characters aren’t necessarily
in about two hours with roleplaying, puzzle- dead, but are generally too beaten, battered,
solving, and a massive combat. The power or bruised to do anything useful. They may not
and flexibility to do that, while still maintaining perform actions and are not dealt Action Cards
a high level of character customization and in combat. Incapacitated Extras are removed
detail, is one of the features we think makes from play.
Savage Worlds so special.
Wild Cards are Incapacitated if they suffer more
Damage Effects than three wounds (cumulatively or all at once).
When a Wild Card becomes Incapacitated, make
Damage can result in three effects: Shaken, an immediate Vigor roll:
wounds, and Incapacitation. • Total of 1 or Less: The character dies.
• Failure: Roll on the Injury Table. The Injury
Shaken
is permanent and the victim is Bleeding Out
If the damage of an attack is a simple success (see below).
(0-3 points over Toughness), the target is Shaken. • Success: Roll on the Injury Table. The Injury
Shaken characters are rattled, distracted, or goes away when all wounds are healed.
momentarily shocked. They aren’t stunned but • Raise: Roll on the Injury Table. The Injury
are temporarily suppressed and may hesitate. goes away in 24 hours, or when all wounds
are healed.
On their action, Shaken characters must attempt
to recover from being Shaken by making a Spirit
roll:
• Failure: The character remains Shaken. She
can only perform free actions.
• Success: The character is no longer Shaken
and may act normally.
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Injury Table Soak Rolls
2d6 Wound A character may spend a Benny to make a
2 Unmentionables: If the injury is “Soak” roll, which is a Vigor check. A success
and each raise reduces the number of wounds
permanent, reproduction is out of the suffered from that attack by one.
question without miracle surgery or
magic. There is no other effect from If the character Soaks all of the wounds from
this result. an attack, he removes his Shaken condition
3-4 Arm: Roll left or right arm randomly; it’s too (even from a previous source). Don’t count
unusable like the One Arm Hindrance the wound modifiers he’s about to suffer when
(though if the primary arm is affected, making this roll.
off-hand penalties still apply to the ►► Timing: A character may only make one Soak
other). roll per attack. If a Soak roll eliminates 2 of 3
5-9 Guts: Your hero catches one wounds, for instance, a hero can’t make another
somewhere between the crotch and Soak roll to eliminate the third wound. (The hero
the chin. Roll 1d6: could spend a second Benny to reroll the Vigor
1-2 Broken: Agility reduced a die roll as usual, however.)
type (minimum d4). ►► Shaken: A character can also spend a Benny
3-4 Battered: Vigor reduced a die to immediately eliminate a Shaken condition (and
type (minimum d4). act if it’s his action). This can be done at any
5-6 Busted: Strength reduced a die time—even just after a failed Spirit roll to recover.
type (minimum d4).
10 Leg: Gain the Lame Hindrance (or the
One Leg Hindrance if already Lame).
11-12 Head: A grievous injury to the head.
Roll 1d6:
1-2 Hideous Scar: Your hero now
has the Ugly Hindrance.
3-4 Blinded: An eye is damaged.
Gain the One Eye Hindrance (or the
Blind Hindrance if he only had one
good eye).
5-6 Brain Damage: Massive trauma
to the head. Smarts reduced one die
type (min d4).
►► Bleeding Out: The injured character must
make a Vigor roll at the start of each round after
the one in which he was injured and before Action
Cards are dealt:
• Success: The victim must roll again next
round, or every minute thereafter if not in
combat.
• Raise: The victim stabilizes and no further
rolls are required.
• Failure: The character dies from blood loss.
Other characters may stop a victim’s bleeding
by making a Healing roll. If successful, the victim
stabilizes immediately and no further rolls are
required. This use of the Healing skill just stops
the bleeding. See page 87 for the use of the
Healing skill to recover actual wounds.
78
Situational Combat Rules character just outside the template (his choice
exactly where). Grenades can be thrown back as
Below are a number of rules for special well (see Grenades on page 57).
maneuvers characters might perform during
furious combat. Automatic Fire
Aim Automatic weapons (those with an RoF of
2 or higher) fire much faster—and inherently
A character who spends a full round aiming (no differently—than regular firearms.
movement allowed) may add +2 to his Shooting
or Throwing roll in the following round versus To attack with a full-auto weapon, roll a number
whatever he aimed at (a person, vehicle, etc.). of Shooting dice equal to the weapon’s Rate of
Aiming for multiple rounds has no extra effect. Fire. Compare each die separately to the Target
Number to see if it hit. If the weapon has a RoF of
Area Effect Attacks 3, for example, a Wild Card rolls three Shooting
dice plus a Wild Die and uses the best three
Grenades, spell effects, and other attacks that results.
cover a large area are “area effect attacks.” The
three most common size attacks have been made Note that Wild Cards roll their Shooting dice plus
into Small, Medium, and Large Burst Templates, a Wild Die. They still can’t hit with more shots than
found on page 180 and on our website. the weapon’s Rate of Fire, however.
►► Recoil: Fully automatic fire is typically
To attack with an area effect weapon, the inaccurate because of the recoil between each
character places the template on the table (or shot. Subtract 2 from the Shooting roll when firing
picks where he wants the center of the blast to full-auto (ignore the penalty when firing a single
be) and makes a Shooting or Throwing roll. If the shot with such a weapon).
attack is successful, the blast is centered where ►► Full-Auto and Ammo: This system is
desired. Everything under (or partially under) the somewhat abstract so that we don’t have to roll
template is affected, rolling damage separately dice for every single bullet (though we treat them
for each Wild Card or group of Extras. as such for game purposes). This means that
each die rolled on full-auto represents a number
Failure means the blast deviates. Just how far of bullets equal to the weapon’s Rate of Fire when
depends on whether it was thrown or launched, counting ammo, even though only one “bullet”
and what range bracket the target was in (Short, can hit and cause damage from that die. Firing
Medium, or Long). Roll 1d6” for thrown weapons all three dice with a Thompson gun (Rate of Fire
(such as grenades) and 1d10” for fired projectiles. 3), for example, consumes 9 bullets.
Multiply by 1 for Short range, 2 for Medium, and
3 for Long. Most automatic weapons can be set to fire full-
auto or single shot. If a weapon has selectable
Next roll a d12 and read it like a clock facing automatic use (Auto), you can fire a single shot
to determine the direction the missile deviates. (and also ignore the full-auto penalty of –2).
A weapon can never deviate more than half the ►► Suppressive Fire: Instead of attacking
distance to the original target. That keeps things specific targets, characters with fully automatic
from going behind the thrower. weapons can “spray” an area with lead in hopes
of killing or suppressing a larger number of
Targets use their lowest armor value against victims. To suppress an area, the attacker places
area effect damage—armor must cover the entire the Medium Burst Template on the battlefield
body without gaps to provide any protection at all. and makes a single Shooting roll (regardless of
►► Cover: Targets who are prone or behind the weapon’s Rate of Fire). Include the standard
cover still get some protection from area effect modifiers for range, the full-auto penalty, and
attacks. In these cases, the modifier they would any other miscellaneous factors, but ignore the
normally receive against ranged attacks acts as target’s modifiers if any (such as being prone or
that many points of Armor instead. A character in in cover—these come into play in another way as
major cover, like a foxhole, negates four points of you’ll see below). If the attack misses, the spray
damage from a blast if he’s caught within it. is off-target and has no effect.
►► Diving for Cover: Thrown weapons with a
blast effect (such as grenades) and artillery allow If the attack is successful, all possible targets
potential targets a chance to move out of the within the area make Spirit rolls, adding any
area of effect. Give targets who saw the danger cover modifiers they would normally have against
coming an Agility roll at –2 to jump out of the way
and avoid the damage. If successful, move the
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ranged attacks to this roll. Those who fail are Breaking Things
Shaken. Those who roll a 1 on their Spirit die
(regardless of any Wild Dice) are actually hit by Occasionally a character may want to break
the attack and suffer damage normally. something, such as a weapon, a lock, or a door.
Use the Toughness values below for these kinds
Suppressive fire uses five times the weapon’s of objects. Use these rules for solid objects. Larger
Rate of Fire in bullets. A weapon with a Rate objects with many components (such as vehicles)
of Fire of 3, for example, uses 15 bullets for take multiple hits as per the vehicle rules.
suppressive fire.
Most anything can be broken given enough
Example: Buck and Virginia, two pulp- time and effort, so use this system only when
era adventurers, are escaping from ancient attempting to break things in a hurry (such as
ruins in a stolen biplane. Suddenly, they’re during combat rounds).
swarmed by an evil alligator shaman and
his brainwashed minions. Virginia spins the The Parry of an inanimate object is 2. The
plane’s Maxim gun around and fires. She catch is that damage rolls against them don’t
uses suppressive fire to slow them down. count bonuses from raises on the attack roll,
nor Aces. Unlike a person or even a vehicle,
She places a Medium Burst Template 16” an attack cannot hit a “vital” area on a lock or
away—that’s Medium Range for the Maxim— a door and thus do more damage. If an attack
and rolls her Shooting. She gets a 13, –2 for can’t do enough damage to destroy an object, it
full-auto, –2 for an unstable platform (the can’t destroy it (at least not quickly). This keeps
plane), and –2 for Medium range, for a total characters from shattering swords with a feather
of 7. Success! The tribesmen in the template and a lucky Strength roll.
must roll their Spirit or be Shaken. Those who
make it charge on through, but those who If the damage roll equals or exceeds the
roll a 1 are hit! object’s Toughness, it’s broken, bent, shattered,
or otherwise ruined. The GM decides the exact
effects—such as whether a good strike opens a
hole in a door or knocks it off its hinges.
See Obstacles to attack through objects.
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Game Rules
►► Damage Types: After the type of Object and Defend
its Toughness is the type of damage that can affect
it. Swords do cutting or piercing damage, spears If a character’s only regular action is to defend,
are piercing weapons, and so on. Bullets are his Parry is increased by +2 until his next
considered piercing weapons, though shotguns action. The defender may move normally while
do blunt damage at close range for the purpose performing this maneuver, but no running or other
of this table. actions are allowed.
The type of damage is important for objects Disarm
because shooting a single bullet through a door,
for instance, may penetrate it, but won’t destroy A character can try to make an opponent drop
it. Only a blunt or cutting attack is likely to destroy a weapon (or other object) with either a close
a door in one shot. combat or a ranged attack. To cause a disarm
check, the attacker must first hit the opponent’s
Object Toughness arm (–2, see Called Shots). The defender must
then make a Strength roll. If the roll is less than
Object Toughness Damage Type the damage, he drops his weapon. The attacker
may choose to make this a nonlethal attack with a
Light Door 8 Blunt, Cutting melee weapon. Ranged attacks can be nonlethal
if the attacker targets the weapon instead of the
Heavy Door 10 Blunt, Cutting limb (generally –4 instead of –2).
Lock 8 Blunt, Piercing Double Taps & Three Round Bursts
Handcuffs 12 Blunt, Piercing, A character with a semi-automatic weapon (such
as a Colt .45, an M1 Carbine, or even an M16) can
Cutting fire two shots in one action by “double-tapping.”
Double tapping is a single Shooting roll that gives
Knife, Sword 10 Blunt, Cutting the user +1 to hit and damage but expends two
rounds of ammunition.
Rope 4 Cutting, Piercing
Many modern automatic weapons, such as the
Small Shield 8 Blunt, Cutting M16A2, have a selector switch that allows the
user to go from single shot, to burst fire, to fully-
Medium Shield 10 Blunt, Cutting automatic as a free action. Burst fire, or a Three
Round burst, gives the user +2 to hit and damage,
Large Shield 12 Blunt, Cutting and uses exactly three rounds of ammunition.
Called Shots The Drop
Use the following modifiers and effects when Sometimes an attacker is able to catch a foe
characters wish to target specific locations: off-guard and gets “the drop” on him. This usually
• Limb (–2): An attack to a limb causes no happens at a distance of only a few feet, but
other situations may occur (a sniper on a nearby
additional damage but may ignore armor rooftop).
or have some other special effect (see the
Disarm maneuver). Only the GM can determine when one character
• Head or Vitals (–4): The attacker gains +4 has obtained this kind of advantage over another.
damage from a successful attack to these Usually it’s when the victim is in the classic
critical areas. The target must actually have hostage pose, is completely unaware of the
vital areas, and the attacker must know where danger, or has been caught unarmed by an armed
they are to gain this advantage. foe. The attacker is considered on Hold and adds
• Small Target (–4): Attacks against small +4 to his attack and damage rolls should he decide
targets such as the heart of a vampire or a to strike.
missing scale on a large dragon’s chest are
made at –4. The effect of success depends on Finishing Move
the situation—the vampire might die instantly,
the missing scale may mean the dragon gets A completely helpless victim (bound,
no armor, etc. If the GM has no particular effect unconscious, etc.) may be dispatched with a
in mind, it adds +4 damage just like a shot to lethal weapon of some sort as an action. This is
the head or vitals. automatic unless the GM decides there’s a special
• Tiny Target (–6): Particularly small or narrow situation, such as a particularly tough or naturally
targets, such as the eye-slit of a knight’s armored victim, a chance for escape, and so on.
helmet, carry a –6 modifier. The effects of a
hit depend on the target. In the case of the
knight, the blow ignores armor and inflicts +4
damage because it’s a head shot (as above).
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Savage Worlds
The killer must usually dispatch his foe up close Note that the character’s Parry never gets worse
and personal, but the GM may occasionally let as a result of the roll. If the roll is lower than the
finishing moves be performed at range. hero’s Parry score, he keeps that instead (but
gains no bonus from the full defense).
Firing Into Melee
A hero using the full defense maneuver cannot
Occasionally heroes have to fire into the middle move at all, however. He’s doing everything he
of hand-to-hand fights. The trouble is that even can to fend off whatever is attacking him. If he
though we might see figures standing perfectly wants to move away as well, use the Defend
still on the table-top, in “reality,” they’re circling maneuver instead.
each other, wrestling back and forth, and moving
erratically. For that reason, firing into a tangle of Ganging Up
people, such as a melee, is quite dangerous. Use
the Innocent Bystander rules when this occurs Ganging up on a foe allows attackers to flank,
(see below). exploit openings, and generally harass their
outnumbered opponent. Each additional adjacent
Full Defense foe adds +1 to all the attackers’ Fighting rolls, up to
a maximum of +4. If three warriors attack a single
In addition to the usual Defend option, a hero, for example, each of the three warriors gets
character can go for a full defensive action. He a +2 bonus to their Fighting rolls.
makes a Fighting roll at +2 and uses the result
as his Parry until his next action. This is a trait Grappling
test, so he gets to roll his Wild Die as well. And,
of course, the dice can Ace, and you can choose Sometimes it’s best to restrain an opponent
to use Bennies on the roll if you want to. rather than beat him to a bloody pulp. That’s where
grappling comes in.
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Game Rules
Grappling is an opposed Fighting roll that causes Horses and other animals are possible targets
no damage. If the attacker wins, he’s entangled his when firing on mounted characters as well.
foe. With a raise, his foe is also Shaken.
It’s sometimes easier to hit an adjacent victim
Once entangled, the defender may attempt to than the original target using this quick system.
break free on his next action. Both the defender That may not be entirely realistic, but it’s fast and
and attacker pick either their Strength or Agility simple, it makes large groups of people vulnerable
and then an opposed roll is made. If successful, to missile fire, and best of all, increases the drama
the defender is free but the attempt consumes of firing at opponents locked in melee with the
his action. If he does so with a raise, he’s free attacker’s allies.
and may act normally. Failure means he is still
entangled. Instead of breaking free the defender Mounted Combat
may attempt a different action but at a –4 penalty.
Characters fighting from horseback (or other
After grappling, the attacker may attempt to strange beasts) have certain advantages and
damage his victim on subsequent rounds by disadvantages in combat, as described below.
making an opposed roll as above. On a success
he does his Strength in damage (gaining the extra Mounts aren’t dealt Action Cards—they act with
d6 for a raise as normal). their riders. Animals specifically noted as being
trained to fight (such as warhorses) may attack
Improvised Weapons any threat to their front during their riders’ action.
Untrained horses do not fight unless riderless, and
Heroes often find themselves fighting with even then usually only if cornered.
objects that aren’t intended for use as weapons. ►► Horsemanship: Characters who wish to
Torches, vases, chairs, tankards, bottles, tools, fight from horseback must use the lowest of their
and other mundane items are frequently pressed Fighting or Riding skills. This makes it important
into service in combat. And sometimes characters for cavalrymen to actually be able to ride well!
find themselves using existing weapons in ►► Collisions: If a mounted character runs into
improvised ways, defending with a ranged weapon something solid—such as a wall—both he and
in melee or trying to throw a hand weapon not the mount suffer Collision Damage as explained
designed to be thrown. in the Vehicle Rules on page 115.
►► Running: Riders suffer the usual running
Such improvised weapons cause the wielder to penalty (–2) to attacks if the animal runs.
suffer a –1 Fighting or Throwing penalty, as well as ►► Falling: Anytime a character is Shaken or
–1 to Parry. The Game Master is the final judge of suffers a wound while on horseback he must
an improvised weapon’s effectiveness. make a Riding roll to stay horsed. If he fails, he
• Small Weapons: Range 3/6/12, Damage falls. If the horse is moving, the rider suffers 2d6
damage (he’s merely Fatigued for the rest of the
Str+d4, RoF 1, Min Str d4, –1 attack and fight if the horse was still).
Parry ►► Firing on Mounted Targets: Shots directed at
• Medium Weapons: Range 2/4/8, Damage mounted characters use the Innocent Bystander
Str+d6, RoF 1, Min Str d6, –1 attack and rules to see if the horse was hit. Of course, an
Parry attacker can always aim for the horse instead.
• Large Weapons: Range 1/2/4, Damage ►► Charging: A rider on a charging horse adds
Str+d8, RoF 1, Min Str d8, –1 attack and +4 to his damage roll with a successful Fighting
Parry attack. To be considered charging, the rider must
have moved at least 6” or more in a relatively
Innocent Bystanders straight line towards his foe.
►► Setting Weapons: A weapon with a Reach of
When an attacker misses a Shooting or 1 or greater can be “set” against a cavalry attack.
Throwing roll, it may sometimes be important To do so, the attacker must be on Hold when he is
to see if any other targets in the line of fire were attacked by a charging mount (see above).
hit. The GM should only use this rule when it’s
dramatically appropriate—not for every missed If so, he rolls to interrupt as usual, but each
shot in a hail of gunfire. combatant adds +2 to his Agility roll for each point
of his weapon’s reach. The winner attacks first,
Each miss that comes up a 1 on the Shooting and adds the +4 charge bonus to his damage; the
die indicates a random adjacent character was loser gains no bonus.
hit. If the attacker was firing on full-auto or with a
shotgun, a roll of 1 or 2 hits the bystander. Roll
damage normally.
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Savage Worlds
►► Wounded Mounts: When an animal is genres where heroes can take multiple punches
Shaken or wounded, it rears or bucks. A rider before going down for the count, but most “mooks”
must make a Riding roll to stay mounted, or suffer go out with one or two good punches.
the consequences of falling (see above). Mounts
which aren’t trained in fighting flee in a random Example: Virginia is whacked on the head
direction when Shaken, taking their riders with by a cultist. The villain gets lucky and does
them. 4 wounds to our heroine. Virginia rolls her
Vigor and gets a failure. Because he was
Nonlethal Damage doing nonlethal damage, Virginia is simply
knocked out for 1d6 hours.
A character who wants to beat someone up
without killing them can choose to do nonlethal Obstacles
damage. This requires the attacker use only
his fists or a blunt weapon of some sort. Edged Sometimes characters have sufficient power
weapons may be used if they have a flat side, but to attack their foes through obstacles. (See the
this subtracts –1 from the attacker’s Fighting rolls. Breaking Things section to actually destroy
intervening obstacles.) To do so, first decide if the
Nonlethal damage causes wounds as usual, attack hits. If it misses, there’s no additional effect
but if a character is rendered Incapacitated he’s other than a small hole in the intervening obstacle.
knocked out for 1d6 hours instead.
If the attack would have hit without the cover
Nonlethal wounds are otherwise treated exactly modifier, the round is on target but the obstacle
as lethal wounds. This means it’s much easier to acts as armor for the target behind it. In the table
render an Extra unconscious than a Wild Card. below are the Armor bonuses for some obstacles
This is intentional, and should work well for most
84
Game Rules
commonly used as cover. This is added directly to • Shield Bash: If the attacker has a shield,
the target’s Toughness, including any actual armor he can push the attacker as above, but also
he’s wearing in the affected location. Subtract causes Str damage. Add +1 to the damage
the weapon’s Armor Piercing value from the total for a small shield, +2 for a medium shield,
protection offered—not from both the obstacle and and +3 for a large shield.
armor actually worn by the target.
• Knock Prone: The defender is knocked
Example: A soldier blasts an Axis prone.
abomination hiding behind a stone wall
(Armor +10) with a bazooka. The bazooka ►► Running: If the attacker ran at least 3” before
ignores 9 points of Armor, so the wall only the push, he adds +2 to his roll.
provides 1 point of protection. ►► Hazards: The Game Master must determine
results from any other obstacles or hazards, such
Obstacle Toughness as a cliff edge, wall of fire, etc.
Armor Obstacle Ranged Weapons in Close Combat
+1 Glass, leather
No ranged weapon larger than a pistol may
+2 Plate glass window, shield be fired at adjacent foes engaged in melee.
Larger weapons may be used as clubs, however.
+3 Modern interior wall, sheet Pistols can be fired in close combat, but since the
defender is actively fighting back, the TN for the
metal, car door Shooting roll is his Parry rather than the standard
TN of 4.
+4 Oak door, thick sheet metal
That means it’s harder to hit someone who’s
+6 Cinder block wall wrestling with your character in melee than
someone a few feet further away who isn’t actively
+8 Brick wall wrestling with your hero.
+10 Stone wall, bulletproof glass Rapid Attack
Off-Hand Attacks Sometimes an outnumbered fighter needs to
sacrifice skill for blind luck. A rapid attack is a wild
Characters are assumed to be right-handed swing of the blade or a hasty spray of shots that
unless the player decides otherwise. Actions that favors fortune over expertise. Both the melee and
require precise eye-hand coordination, such as ranged version inflict a –2 penalty to Parry.
Fighting or Shooting, suffer a –2 penalty when
done with the off-hand. In melee, the warrior can make up to three
attacks as a single action. Roll a Fighting die for
Prone each, and subtract –4 for the totals (Wild Cards
get a Wild Die as usual).
Smart heroes lie down when lead starts flying.
They move, shoot, and then get prone behind Ranged attackers with a semi-automatic
cover before their action is over, forcing attackers weapon or revolver may fire up to six shots at a
to go on Hold to attack them. Prone gives them –4 penalty to each. Roll a Shooting die for each
Medium Cover against most attacks. Ranged shot (along with the Wild Die if the attacker is a
attacks within 3” ignore the modifier since the Wild Card). Single action revolvers refer to this
target is just as exposed as if he were standing maneuver as “fanning the hammer,” and it requires
next to these characters. two hands to perform.
If a prone defender is caught in melee, his Parry Rapid attack cannot be combined with any other
is reduced by 2 and he must subtract 2 from his effect that allows attacking multiple foes in one
Fighting rolls. Getting up from prone costs 2” of action (Sweep, Frenzy, Autofire, Two Weapons,
movement. etc.), nor may it be used with a Double Tap or
Three Round Burst.
Push
The rapid attack must be taken all at once but
Sometimes characters may want to push a foe the warrior can assign his skill dice to multiple
in hopes of knocking him out of position, prone, or targets if he chooses.
even into a deadly hazard. This is called a Push.
To push a foe, the attacker and the target make
opposed Strength rolls. If successful, the attacker
has three choices. He can:
• Bash: Push the target 1” for a success
and 2” on a raise on the Strength roll. If the
defender hits an obstacle, he suffers 1d6
damage for every 1” he would have moved.
85
Savage Worlds
Tests of Will Test of Wills Table
Intimidation and Taunt allow a character to make “Attack” Skill Resisted By…
a “Test of Wills” attack against an opponent. In Smarts
combat situations or during competitive miniature Taunt vs.
battles, Tests of Will have objective effects, Spirit
as seen below. More subjective effects are Intimidation vs.
determined by the Game Master in roleplaying
situations. Example: Buck Savage tries to Taunt a
crocodile cultist by flipping his machete and
To make a Test of Wills, the character makes grinning like a hyena. He rolls his Taunt and
an opposed roll against his chosen target. The beats the warrior’s Smarts with a raise. The
defender uses Smarts to resist Taunt, and Spirit cultist is Shaken and Buck adds +2 to his next
to resist Intimidation. action against the spearman.
The Game Master should modify both character’s Touch Attack
rolls depending on the situation. Waving a gun in
someone’s face isn’t polite, but it’s definitely worth A character who simply wants to touch a foe
a +2 bonus to Intimidation, for example (unless (usually to deliver a magical effect of some kind)
the target has an even bigger gun!). may add +2 to his Fighting roll.
A success means the attacker gets a +2 bonus Tricks
to his next action against the defender during this
combat. A raise on the roll gives the attacker the Heroes often attempt fancy maneuvers or
bonus and makes the defender Shaken as well. clever tricks to distract their foes and set them up
This can be a great setup for an attack, a trick, or for deadly follow-up attacks. This might include
even a second Test of Wills if the first one didn’t throwing sand in an opponent’s eyes, ducking
get a Shaken result. between a tall foe’s legs to stab him in the back,
and so on. Tricks do not include weapon feints—
those are already “assumed” in a character’s
Fighting and Parry scores.
To perform the trick, the player must first
describe exactly what his character is doing. Next
he makes an opposed Agility or Smarts roll against
his foe. The GM must determine which is more
appropriate based on the player’s description of
the maneuver.
If the character is successful, his opponent is
distracted and suffers –2 to his Parry until his
next action. With a raise, the foe is distracted and
Shaken as well.
These penalties do not stack. Tricking a foe
twice has no additional effect.
Example: Buck is backed into a corner by
a very large and dangerous thug. Our hero
pulls the oldest trick in the book. He says “Hi
Virginia!” and pretends to smile at someone
behind his less-than-brilliant foe. He and the
thug both make Smarts rolls, and Buck wins
with a raise. The thug swirls about, expecting
an attack from behind, and is momentarily
Shaken. The unfortunate goon also suffers
–2 to his Parry until his next action, giving
Buck time for a quick rabbit punch that just
might put the big fellow down.
Two Weapons
A character may attack with a weapon in each
hand if he desires. This works just like any other
86
multi-action, and inflicts a –2 penalty to each one—no Frenzy or other Edges apply unless they
attack. (Note that the Two-Fisted Edge negates specifically say otherwise).
the multi-action penalty when attacking with two
weapons.) A character may take the Defend option (+2
Parry) while retreating from combat, but won’t be
Unless your hero has the Ambidextrous Edge, able to perform other actions that round besides
subtract another 2 points from the off-handed movement and still suffers the free attack.
attack (see Off-Hand Attacks). A hero with the
Frenzy Edge adds the additional die with either Example: Inspector Mars is attacked by
melee attack of his choice. three cultists in melee. He decides to run
for it, giving each cultist a free Fighting roll
Example: A warrior is backed into a corner against him. Mars wisely uses the Defend
by a pack of ravenous dire wolves. He has maneuver as well to increase his Parry by
two short swords but isn’t Ambidextrous. +2 until he can get away.
The first roll suffers a –2 penalty (for using
two weapons), and the second suffers a Healing
–4 penalty (the multi-action penalty for two
weapons plus the off-hand penalty). He The Healing skill can be used to treat any wound
makes his Fighting roll twice, and gets his suffered within the last hour. Each attempt takes
Wild Die with each roll. 10 minutes.
Unarmed Defender A character may only attempt to heal fresh
wounds on a given patient once within the hour
If one character has a melee weapon and his they were sustained. A different character may
foe doesn’t, the opponent is considered unarmed attempt a Healing roll, but once attempted, that
and is very likely in a world of hurt. Since he can healer has done all he can for that particular
only dodge and evade rather than parry, any patient.
armed attacker trying to hit him may add +2 to his
Fighting roll. Nearly all animals and monsters are A success on a Healing roll removes one wound,
considered armed due to natural weapons such and a raise removes two. Further raises have no
as claws and teeth. effect.
►► Modifiers: The healer must subtract the
Unstable Platform patient’s wound levels from his skill roll. A
wounded character trying to heal his own injuries
A character attempting to fire a ranged attack suffers from both effects (his wounds plus the
from the back of a horse or other mount, a moving wound penalty to the Healing roll).
vehicle, or other “unstable platform” suffers –2 to
his Shooting roll. Healing requires some basic supplies such as
bandages and reasonably clean water. If these
Wild Attack aren’t available, the healer suffers a –2 penalty
to his roll.
Sometimes a desperate character may want ►► The Golden Hour: After one hour, only natural
to throw caution to the wind and attack with healing or the greater healing power can help.
everything he’s got. This is called a “wild attack,” ►► Incapacitated Patients: If a victim is
and can be devastating if used correctly. If used Incapacitated the healer must first make a Healing
recklessly, it can quickly get even a veteran roll to remove that state, He may then attempt
character slaughtered. further Healing rolls to remove actual wounds.
Performing a wild attack adds +2 to the Design Note - The Golden Hour
character’s Fighting attack and resulting damage
roll, but his Parry is reduced by 2 until his next In the real world, paramedics have a term
action. called “the Golden Hour.” Patients who
survive their initial trauma have about an
Wild attacks can be used with multiple attacks, hour to survive most life-threatening injuries.
such as from the Frenzy or Sweep Edges, or with If they receive medical attention during that
two weapons. time, they can generally be saved. The longer
the wait, however, the more likely the wounds
Withdrawing From Close Combat are to be fatal.
Inevitably, your hero will decide discretion is
the better part of valor. Whenever a character
retreats from melee, all adjacent non-Shaken
opponents get an immediate free attack (but only
87
Savage Worlds
In Savage Worlds, we extend this concept Natural Healing Modifiers
to healing in general. A medic who can treat
a wound within the first hour can typically Modifier Condition
negate some of its ill effects. Besides –2 Rough traveling
reflecting the real-world concept, it also –2 No medical attention
provides good game balance and drama. –2 Poor environmental conditions,
If the party could simply retry Healing rolls
over and over at any time, their group would — such as intense cold, heat, or
never experience the drama of being beaten rain
up by the bad guys, then deciding whether +1 Medical attention (1940 or
or not to seek shelter and rest up, or striving +2 earlier)
on despite their gruesome wounds. Medical attention (1941 or better)
Medical attention (2010 and
Natural Healing beyond)
Every five days, wounded or Incapacitated Aftermath
characters may make Vigor rolls. Wild Cards It’s often important to know what happens to
remove one wound level (or their Incapacitated Extras who were Incapacitated during a fight.
status) with a success, or improve two steps with This creates interesting choices for the players
a raise. A critical failure on a natural healing roll after battle as they must decide what to do with
increases a Wild Card’s wound level by one. If their wounded companions and living captives. Do
the hero already has three wounds he becomes they leave their men behind? Do they slaughter
Incapacitated. Extras lose their Incapacitated their foes? These situations should present your
status with a success and expire if they roll a 1 group with chances to roleplay their characters,
on their Vigor die. and challenges to their overall plans as they have
to deal with prisoners or walking wounded.
Subtract wound penalties from these rolls as
usual, as well as any of the modifiers below. After a fight, the players make Vigor rolls for
These are cumulative, so rough traveling in all of their wounded allies and the GM rolls for
intense cold with one wound is a total penalty of wounded foes. With a success, the Extra is alive
–5, for example. but Incapacitated (failure indicates death). With
a raise, the wounds were only superficial and the
Medical attention means that someone with character may function normally.
the Healing skill is actively checking the patient’s ►► Walking Wounded: If it becomes important
wounds, changing dressings, giving what to know which Incapacitated characters can walk
medicines are available, and generally looking and which cannot, make a second Vigor roll for
after the patient’s well-being. each. Those who make it are “walking wounded”—
they may shamble slowly but still cannot fight or
perform other useful actions.
Those who don’t make the roll can be moved
but risk aggravating their injuries. They must
make another Vigor roll for each and every hour
of movement. Should they fail, they begin to die.
They may be stabilized with a Healing roll at –2,
but any further movement will no doubt be fatal.
88
Attack Options Summary
Aim: +2 Shooting/Throwing if character does Innocent Bystanders: Missed Shooting or
not move Throwing roll of 1 (1 or 2 with shotguns or
autofire) hits random adjacent target
Area Effect Attacks: Targets under template
suffer damage, treat cover as armor; missed Nonlethal Damage: Characters are knocked out
attack rolls cause 1d6” deviation for thrown instead of potentially killed when Incapacitated
weapons, 1d10” for launched weapons; x1 for
Short, x2 for Medium, x3 for Long Obstacles: If attack hits by the concealment
penalty, the obstacle acts as Armor
Automatic Fire: See rules
Off-Hand Attack: –2 to Fighting/Shooting with
Breaking Things: See Obstacle Toughness off-hand
Table; Parry 2; No bonus damage or Aces
Prone: As Medium cover; prone defenders are
Called Shots: Limb –2; Head –4, +4 damage; –2 Fighting, –2 Parry
Small target –4; Tiny target –6
Push: Bash: Push the target 1” for every
Cover: Light –1; Medium –2; Heavy –4 success and raise on the Strength roll; Shield
Bash: As above but causes Strength damage,
Darkness: Dim –1; Dark –2, targets are not +1 for a small shield, +2 for a medium shield,
visible beyond 10”; For Pitch Darkness, targets and +3 for a large shield; Knock Prone: The
defender is knocked prone
must be detected to be attacked at –4
Ranged Weapons in Close Combat: Pistols
Defend: +2 Parry; character may take no other only; Target Number is defender’s Parry
actions
Rapid Attack: Make up to 3 Fighting attacks at
Disarm: –2 attack; defender makes Str roll vs. –4; or fire up to 6 shots from a semi-automatic
damage or drops weapon weapon or revolver at –4 penalty to each die
Double Tap/3 Rd Burst: +1 attack and Suppressive Fire: With successful Shooting
damage/+2 attack and damage roll, targets in Med Burst Template make a
Spirit roll or are Shaken; roll of 1 are hit for
The Drop: +4 attack and damage normal damage
Finishing Move: Instant kill to helpless foe with Touch Attack: +2 Fighting
lethal weapon
Tricks: Describe action; make opposed
Firing Into Melee: See Innocent Bystanders Agility or Smarts roll; opponent is
–2 Parry until next action; with a raise, foe is
Full Defense: Fighting roll at+2 replaces Parry –2 Parry and Shaken
if higher
Two Weapons: –2 attack; additional –2 for
Ganging Up: +1 Fighting per additional off-hand if not Ambidextrous
attacker; maximum of +4
Unarmed Defender: Armed attackers gain
Grappling: Opposed Fighting roll to grapple. +2 Fighting
Raise=opponent Shaken; Defender makes
opposed Strength or Agility to break free (any Unstable Platform: –2 Shooting from a
other action made at –4); Attacker can make moving vehicle or animal
opposed Str or Agility to cause damage
Wild Attack: +2 Fighting; +2 damage; –2
Improvised Weapons: Small Weapons: Range Parry until next action
3/6/12, Damage Str+d4, RoF 1, Min Str d4, –1 Withdrawing from Close Combat: Adjacent
attack and Parry; Medium Weapons: Range foes get one free attack at retreating character
2/4/8, Damage Str+d6, RoF 1, Min Str d6, –1
Large Weapons:
Attack and Parry;
Range 1/2/4, Damage Str+d8, RoF 1, Min Str
d8, –1 attack and Parry
89
Extended Combat Example
The heroes are two soldiers in a Weird Wars: Vietnam campaign—Lt. Griffith and Private Daniels.
While on patrol, they’re attacked by a pack of ravenous walking dead. The Game Master goes to
combat rounds and deals out Action Cards. He draws a Ten of Clubs for the zombies. Lt. Griffith draws
a Jack of Spades. Private Daniels has the Quick Edge and draws a Two of Clubs. That’s too low so
he draws again and gets a Joker!
Private Dan’– Joker
Dan whips out a grenade and places the Medium Burst Template directly over three of the zombies.
They’re in Short Range so there are no penalties to the roll. The Joker gives him a +2 and his Throwing
is d6. He rolls a 6, which is an Ace. He rolls again and gets a 4. That’s 6+4+2 for the Joker, or 12. He
hits with a raise over the standard TN of 4. Grenades cause 3d6 damage, and 4d6 with the raise. After
Acing and adding all the dice together, he gets a 23. That’s far more than a raise over the zombies’
Toughness 7, so that’s a wound to each. They’re Extras so that’s all they can take and all three are
wiped out.
Lt. Griffith – Jack of Spades
Lt. Griffith now fires full-auto and decides to split his shots between zombies G, F, and E. His Shooting
is d6 and he has an M-16. He doesn’t have the Rock n’ Roll Edge so his shots are at –2. His TN at
Short Range is 4, so with the –2 he needs to roll 6 or better on each of his dice.
The first two dice are misses. The third die is an Ace (6) so he rolls again and gets another Ace
(6). He rolls once more and gets a 4 for a total of 16, minus two for full-auto is 14. A hit with a raise
on Zombie E. The Lt.’s Wild Die also Aces and winds up with a grand total of 6. He chooses to use
that on Zombie F.
Lt. Griffith rolls the hit on Zombie F first. Damage on an M-16 is 2d8. He rolls the dice together and
gets a total of 9. That exceeds the zombie’s Toughness of 7 but isn’t a raise, so it’s Shaken.
Now Lt. Griffith rolls the hit with the raise on Zombie E. The damage is 2d8 plus a d6 for the raise.
Griffith rolls a 4, an 8, and a 6. He rolls both the 8 and the 6 again since those are both Aces and
gets a 2 on both dice. That’s (4+8+6+2+2=) 20! That’s a raise over the zombie’s Toughness so it’s
blasted to pieces.
The Zombies — Ten of Clubs
Now the zombies go. Zombie F is Shaken and makes a Spirit roll at +2 for being undead. It rolls a
1 for a total of 3 so it’s unShaken but cannot act. It can move, however, so it shambles into contact
with Private Dan.
Zombies D and G also move into contact with Private Dan. Since Zombie F is in contact, this gives
them +2 on their Fighting rolls due to the Gang Up Bonus (page 73). Zombie D misses but G gets a
total of 6 and Dan’s Parry is 5, so that’s a hit. It does Str+d4 with its claws. It’s Strength is a d6, so the
GM rolls a d6+d4 and gets a 5. Dan’s Toughness is 5, so he’s Shaken.
Round Two
The GM shuffles the deck because Dan got a Joker, then deals new Action Cards. Lt. Griffith gets a
lousy Two of Clubs. The zombies get an Ace of Diamonds, and Dan gets an Ace of Clubs. Diamonds
go before Clubs, so the zombies act first.
Zombies — Ace of Diamonds
Zombie F succeeds on its Spirit roll to recover from Shaken so all the zombies can now attack and
give each other +2 to their Fighting rolls since they’re ganging up on the private. Zombie D misses
with a 1. Zombie G gets a 5, +2 for ganging up for a total of 7. That’s regular damage of Str+d4, and
it gets a total of 6. Since Dan is already Shaken, that causes a wound and he remains Shaken.
Zombie F now gets really lucky. It hits with a raise and rolls15 damage. Every raise over Dan’s
Toughness is a wound, so that’s two wounds. He already has one from Zombie G, so that brings him
to three wounds total. He’s already Shaken so that doesn’t change.
90
A
B
C
D
G FE
Private Dan — Ace of Clubs
Dan fails his Spirit roll and can’t act. He doesn’t move out of combat either or the zombies will get
free attacks on him (page 76).
Lt. Griffith — Two of Clubs
It’s all up to Lt. Griffith. He fires on full-auto again and puts a die into each zombie. He misses
Zombie D but hits with a raise on Zombie G—it goes down with a damage total of 13 (a raise over
its Toughness).
Unfortunately, the shot at Zombie F comes up a 2. The Innocent Bystander rules kick in (page
73) and Private Dan is hit for 2d8 damage! The Lt. grimaces, rolls, and causes 12 damage. Dan is
already at 3 wounds and this causes more, so he’s Incapacitated. He makes a Vigor roll at –3 for
his wounds and gets a total of 2. He rolls on the Injury Table and is Bleeding Out (page 69). He’ll
have to make Vigor rolls each round to keep from dying unless Lt. Griffith can finish the zombies
and heal him.
But the GM asks Lt. Griffith to make a Fear check as he sees his trooper fall to the gruesome
monsters. He fails.
The last thing Private Dan sees is his commanding officer run screaming into the night.
War is Hell.
91
Chapter Four:
Situational Rules
The following chapter contains rules you need roleplaying games where the narrative is focused
only in particular situations—such as handling on action and mysteries. Interludes address this
large groups of allies, chases, or dealing with by giving some form and function to small talk, and
hazards such as fire, drowning, or radiation. rewarding those players who get into character
and roleplay a dramatic tale of their adventurer’s
If this is your first time through the book, skim backstory.
over the various sections so you know what’s in
here, then come back and check them out in detail Mass Battles: Many Savage Settings feature
when you need them. massive wars, bloody battles, and terrible
conflicts. This system gives the Game Master and
Allies: Whether they’re sturdy men-at-arms, a the player characters a way to game out any size
hardy pirate crew, or soldiers under the heroes’ battle quickly and dramatically. It also provides
command, Allies are often a big part of Savage a way for the heroes to get in on the action and
Worlds. Here you’ll find statistics for common influence the final results.
henchmen, how to use them, and how to increase
the experience of those who survive your warriors’ Setting Rules: The standard rules are a
adventures. foundation for your campaign. Setting Rules help
one world stand out from another. Here you’ll find
Chases: Fast-paced chases between hunter and rules like Blood & Guts—which allows players to
prey are the subject of this section. Run anything spend Bennies on damage rolls! Or No Power
from cat-and-mouse car chases through busy Points, which trades the Power Point system for
cities to massive dogfights with this simple system. a faster but riskier method. These Setting Rules
For those who played previous versions of Savage are referenced in the One Sheet adventures at the
Worlds, this is all new and greatly simplified. end of this book at the start of each tale.
Dramatic Tasks: Defusing a bomb, performing Social Conflicts: How do you handle a court
an ancient ritual, or hacking a computer are all case? What do you do if your heroes petition the
Dramatic Tasks. These rules turn what would king for aid—while a rival actively works against
otherwise be simple skill rolls into a tense and them? This section presents a simple and dramatic
exciting encounter. system for social conflicts based on Persuasion
and how successful—or unsuccessful—the
Fear: This is the section to turn to when your hero petitioner is.
faces Things Man Was Not Meant to Know. Fear
tests and the grim consequences of failing them Travel: Here you’ll find guidelines for travel times
are found within. and how to stage encounters along the way.
Hazards: Hazards include the rules for Fatigue, Vehicles: Vehicular battles are a staple of post-
plus Bumps and Bruises, Cold, Disease, Drowning, apocalyptic fiction, World War II adventures, and
Falling, Fire, Heat, Hunger, Poison, Radiation, other technological settings. This section covers
Sleep, and Thirst. how to move vehicles on the table-top, handle
attacks between them, and what happens when
Interludes: Books, movies, and real life provide they go out of control.
heroes with many opportunities to share
something of their personality or their past with
their companions. This often gets overlooked in
92
Allies Ammo
Allies play a big part in many Savage Worlds Keeping track of ammo for all your firearm-
games. They serve as troops under your hero’s bearing allies can be a real pain. Here’s an easy
command in Weird War games, loyal retainers and dramatic way to handle this problem.
in fantasy settings, or fellow fighters in glorious
rebellions against oppression. The ammo level of each group of allied Extras
starts at Very High, High (the usual level), Low,
Keeping up with allies in Savage Worlds is or Out, as determined by the GM. A dot for each
simple. Just download the Ally Sheet from our of these ammunition states can be found on the
website and fill in the blanks. Ally Sheet.
Allied Personalities After each fight, the ammo drops a level (unless
the GM feels the allies didn’t really use much in
You can add a little flavor to your allies by rolling that scene). In combat, if the allies are dealt a
on the Personality Table. Jot down the keyword on Two, their ammo level drops a level after that
the Ally Sheet so that you and your Game Master round. This makes for dramatic situations and
can have a little insight into each particular ally’s realistic logistical problems while eliminating a
character. major bookkeeping chore.
For the most part, you should consider these Typical Allies
general impressions with no particular game
effect. What they can do is help both the players Here are a few typical soldier archetypes you
and the GM decide just how an ally might react might use for your own Savage Worlds games.
in a given situation. In a Weird War Two game, Fill in any additional skills or Edges as you see
for instance, a player with a young lieutenant fit. A group of rangers, for example, should have
character could look over his list and choose the the Tracking skill, while cavalrymen should have
“Observant” character to pull guard duty. If he the Riding skill, and so on.
has to go with the “Lazy” soldier for some reason,
there’s a good chance the GM will rule he falls Soldier
asleep sometime during his watch.
Attributes: Agility d6, Smarts
Personality Table d4, Spirit d6, Strength d6,
Vigor d6
d20 Personality d20 Personality Skills: Fighting d6, Notice
d6, Shooting d6, Stealth
1 Young 11 Crude d4
Charisma: —; Pace: 6;
2 Cruel 12 Agile Parry: 5; Toughness: 5
3 Old 13 Observant Experienced Soldier
4 Happy 14 Clueless Attributes: Agility d6,
Smarts d6, Spirit d6,
5 Experienced 15 Mysterious Strength d8, Vigor d8
Skills: Fighting d8,
6 Gung Ho 16 Creative Notice d8, Shooting
d8, Stealth d6
7 Lazy 17 Artistic Charisma: —; Pace: 6;
Parry: 6; Toughness: 6
8 Sneaky 18 Fearless Edges: Any two combat
Edges.
9 Bright 19 Cowardly
10 Dumb 20 Heroic
Allies & Experience
Allies who take part in battle with their more
heroic employers gain experience as well—but not
as quickly as player characters. Don’t keep track
of their experience points—just roll randomly to
see if they’ve “leveled.”
At the end of a game session in which the allies
had a significant role (usually by participating
in combat), roll a d6 for each group of identical
troops. On a roll of 5-6, the survivors level up just
like player characters and get one Advance. On
a failure, they don’t.
93
Savage Worlds
Chases Participants draw a card for each success and
raise on the maneuvering Trait roll, and keep one
The Vehicle Rules on page 113 handle fast- (usually the highest) as their Action Card. This
paced action on the table-top. This is impractical determines not only their initiative but how well
for chases that take place over longer distances they managed to “maneuver” that particular round.
such as city streets or the open ocean, so use the
Chase rules instead. It’s built for situations when Characters who don’t score at least a single
the heroes must catch someone or something—or success remain in the chase but get no Action
escape from it! Card that round.
Chase Length Making a maneuvering Trait roll does not count
as an action.
First determine the length of the Chase: ►► Advantage: A character with a higher card
• Standard: Five rounds, used for most chases than a foe is said to have “advantage” over him.
This is abstract so it may mean the character
and usually simulates less than a minute of is ahead, behind, or even parallel to his foe.
action per turn. The important thing is that he has somehow
• Extended: 10 rounds, used for long pursuits maneuvered in such a way as to gain a superior
such as those that take place between ships, position, and can bring his weapons to bear (if he
and may be measured in minutes, hours, or has any and is inclined to use them). See Attacks
even days. for further information on using the Advantage.
• Dogfight: The “chase” is actually a battle ►► Speed: A character may add +2 to his roll if
with highly mobile participants. It ends only he or his vehicle has a higher top speed than the
when one side or the other withdraws or fastest opponent; or +4 if his top speed is twice
accomplishes its objectives. as fast as his opponent’s. (Use Pace plus the
character’s maximum possible running value if
At the end of the last round, any prey who on foot or mounted.)
haven’t been otherwise stopped or captured ►► Edges: Level Headed and the Quick Edge
escape and the pursuit ends. don’t apply to maneuvering Trait rolls in Chases.
►► Terrain: If the Chase takes place primarily over
Chase Cards difficult terrain, the GM should inflict a –2 penalty
to all participants’ Trait rolls.
Rather than dealing Action Card as usual, have ►► Climb: If an aircraft has a better Climb than
everyone roll the appropriate “maneuvering Trait” his foe, he may also add +2 to the roll.
as listed below: ►► Passengers: Those riding in a vehicle have
• Agility: Foot chase a choice. If they want to help the pilot or driver
• Boating: Watercraft maneuver, and it makes sense in the context
• Driving: Vehicular chase of the situation, they may make a cooperative
• Piloting: Air or spacecraft
• Riding: Mounted animals
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Situational Rules
maneuvering Trait roll. They draw no cards the opposition, losing attacks against heroes
themselves but may add to the driver’s total as who have Advantage over them. For example,
usual. nine wolves act on Seven and there are five
player characters, so each hero is assigned two
The GM must decide what makes sense here. wolves. Any heroes who have higher cards than
A passenger in a car might help navigate and the wolves aren’t attacked that round. (This keeps
make a cooperative roll—but a second passenger characters with low cards from getting attacked
probably could not. On a sailing ship, the crew by every enemy in the chase.)
could make a group cooperative Boating roll to
help the captain’s total. The opposite is not true. The player characters
may always attack any foe or group of foes they
A passenger who makes a cooperative roll and have Advantage over.
wants to act would suffer the usual multi-action ►► Force: A driver with advantage may attempt to
penalty. Passengers act on the driver’s Action distract or even ram another vehicle in the chase
Card. as a normal action. The “trappings” may vary, but
it is treated as an opposed maneuvering Trait roll
Attacks modified by range. (Cooperative rolls may be
allowed as usual.) On a success, the target suffers
Characters act on their Action Card as usual. a –2 to his next maneuvering Trait roll. On a raise,
Since distance is abstract, the value of their Action the target is affected as if they hit an obstacle (see
Card determines any penalties to the roll due Complications).
to Range and whether or not a melee attack is ►► Shaken Characters: If a character driving or
possible (in chases where it’s even a possibility). piloting a vehicle is Shaken, he must make an
Out of Control roll (see page 115). If the vehicle
A character must have Advantage (an equal or suffers damage, calculate it at half the vehicle’s
higher Action Card) than his target to attack it. A Top Speed (see page 113).
character with an Action Card of 7, for example, can
only attack targets with Action Cards of 7 or lower. Characters who are Shaken at the start of a
A target with a higher card has outmaneuvered the turn make their maneuvering Trait roll at –2. They
attacker this round and cannot be targeted. attempt to become un-Shaken on their Action
►► Groups: Extras roll as distinct groups and Card as usual.
act on the same Action Card as usual. Divide
each group’s attacks up proportionately among
Attack Range and Complication Table
Card Range Complication Table
Two
Out of Range. The enemy is Disaster: Make a Trait roll at –4. If the roll is failed, the
3-10 out of range or blocked and character suffers a disaster of some sort—a car hits
a solid obstacle at its top speed, a runner falls off a
Jack— no attack is possible this ledge, etc. Where this isn’t possible, the runner gives
Queen round out, the vehicle stops, etc. In any event, this participant
is out of the chase.
King—
Joker Long Range (–4) Major Obstacle: Objects of some sort get in the way.
Make a Trait roll at –2 to avoid them or suffer damage
appropriate to half top speed if in a vehicle, or a Fatigue
level (Bumps and Bruises, see page 86) if on foot.
Medium Range (–2) Minor Obstacle: Objects of some sort get in the
way. Make a Trait roll to avoid them or suffer damage
appropriate to half top speed if in a vehicle, or a Fatigue
level (Bumps and Bruises, see page 86) if on foot.
Short (no penalty), Distraction: Something obscures the character’s
and melee attacks are vision or path. He cannot attack this round.
possible
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Savage Worlds
Complications Driving roll at –2 or suffer a nasty wipeout. She
barely makes it, the GM describing her skidding
If a character’s Action Card is a Club, he faces around an outcropping of rocks.
some sort of Complication on his action. Check
the Complications Table. The gangers are on Eight so they can only
attack Dala (on a Four). Since there are five
Players who rolled high enough to get multiple of them and four targets, the GM divides them
cards may choose to take a lower card to avoid up proportionately and decides only two are in
a Complication. After the Complication is dealt position to attack. One ganger misses but the
with, the character may continue his action as other scores a hit and wounds Dala, meaning
usual—assuming he survived. she has to make another Driving roll or go Out
of Control.
Example: Knights & Bandits
Dramatic Tasks
The heroes are a knight and a squire chasing
three bandits through the woods. The knights are Heroes often find themselves in dramatic
on horseback while the bandits are on foot. situations such as defusing a bomb or hacking a
computer with a definite—and often deadly—time
The three bandits make a group Agility roll (as limit. The system below simulates these events
they’re on foot) and get a 5. That’s one success and helps the Game Master throw some monkey
so they draw a single card—a lowly Three. wrenches and drama into what would otherwise
be simple skill rolls.
The squire’s Riding roll is 7 after adding +2 for
being faster than the bandits. That’s one success To start, first determine the skill to be used,
so he draws one Action Card—a Jack of Clubs. such as Knowledge (Demolitions) to defuse a
Clubs signals a Complication, and the Jack bomb, Knowledge (Occult) to complete a ritual,
indicates a Minor Obstacle (the GM decides he Knowledge (Electronics) to hack a computer,
must avoid low-hanging branches). The Squire and so on.
fails and is hit by the heavy limbs for Fatigue from
Bumps and Bruises. A standard Dramatic Task takes five “actions,”
and requires the same number of successes (see
The knight’s Riding total is 13. He draws three below). Actions here may mean combat rounds
cards and chooses the best—a Joker. Since he’s or they may mean “attempts.” That’s entirely up
ahead of the bandits and has a King or higher he to the Game Master and the situation.
can make a melee attack. He levels his lance and
one less rogue plagues the King’s Road. Performing a Dramatic Task
Example: Road Warriors Each action, the hero draws an Action Card
(even if not in combat) and acts on that card.
Abel drives a rig through the wasteland. Big Ben Edges such as Level Headed or Quick work as
rides shotgun beside him, while Cale mans the usual.
turret on the back of the fuel tanker. Dala trails
behind on a motorcycle. If the character nets five successes with
the required Trait before time runs out, he’s
Chasing them are five gangers on motorbikes. accomplished his goal. It’s best to keep track of
They make a group Driving roll of 7, draw a single these successes with tokens of some sort so you
card, and get an Eight. don’t forget from round to round—and to give the
player a visible measure of his success.
Abel makes a Driving roll and gets a 7. Big Ben
decides to “navigate,” pointing out the debris in If time runs out and the hero has not acquired
the road ahead, and makes a cooperative Driving five successes, the bomb detonates, the ritual
roll. He’s successful and adds +2 to Abel’s total, fails, the computer shuts down, an alarm sounds,
making it 9. That’s a success and a raise, so Abel or the action otherwise fails. It’s up to the Game
draws two cards and takes the highest—a Ten. Master whether it may be attempted again, but
He’s faster than the gangers, so they can’t attack since this was a Dramatic Task, it should normally
him this round. have resulted in something very bad, or at least
require an entirely new approach to attempt again.
Cale mans a crossbow turret on the back of the ►► Difficulty: Most Dramatic Tasks should have
rig. He acts on Abel’s card of Ten, meaning he’s at at least a –2 modifier. This reflects any safeguards
Long Range (–4). He fires and a scores a kill—a on a bomb, the complexity of a ritual, security on
ganger bites the radioactive dust.
Dala is on a motorcycle and rolls a 4. She
gets one card—a Four of Clubs. That’s a Major
Obstacle Complication so she has to make a
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Situational Rules
a computer, etc. These are dramatic tasks, and by In the third round, John gets a Nine but fails his
their very nature should be fairly difficult. roll. He starts to sweat.
►► Cooperative Rolls: Other characters may
assist the acting hero as usual, using the Round four. John manages one success for a
Cooperative Rolls rule on page 71. running total of four. “I don’t know if I’m going to
make it!” he yells to the team. Soon after, John
Complications takes a wound from one of the terrorists’ rifles,
leaving him Shaken and wounded!
If the acting character’s Action Card is a Club,
something has gone horribly wrong. He must It’s the fifth round. The terrorists are closing
make his roll this turn at –2 (in addition to any in. John gets an Ace for his Action Card but fails
other modifiers). If failed, the worst possible his Spirit roll to recover from being Shaken! He
resolution to the task occurs—the target escapes, spends his last Benny to eliminate the Shaken
the argument ends violently, the bomb explodes, result, calls for help from his friend again, and
or the battle is lost. makes his Knowledge (Demolitions) roll. If he
makes it, the nuke is defused. If he doesn’t—it’s
Example: Ian “Haxxor” McTavish is trying time to start a new campaign!
to hack into a high-security mainframe at
the corporate headquarters of Genesis, Inc. Example: The Ritual
He draws a Three of Clubs and must make
his Knowledge (Computers) roll this round The heroes are five investigators trying to stop
at –2. If he fails, Genesis security system an ancient and terrifying creature from entering
detects the intrusion. In this high-tech world our world. Four of the team battle the cultists
of netrunners, the Game Master decides Ian who summoned it in their underground lair. The
doesn’t just fail—a powerful jolt of electricity fifth, Professor Carter, begins to read a magical
is sent through the cables for 2d6 damage! incantation he believes will close the gate and
send the thing back to whatever hell it came from.
Example: Defusing a Bomb
In the first two rounds, the confident Dr. Carter
The heroes are counter-terrorist operatives gets four total successes. In the third, things go
holding off waves of suicidal attackers while their awry. He draws the unfortunate Seven of Clubs.
demolitions expert, John, attempts to defuse a The Game Master describes a sudden surge
nuclear weapon. The Game Master decides the of tentacles and amorphous yet angular ooze
skill required is Knowledge (Demolitions), and all seeping into our world.
rolls suffer a –2 penalty due to the bomb’s inherent
complexity. Professor Carter rolls at –2 and fails. “All hail
our new masters,” says the doctor just before the
On the first round, the rest of the heroes Thing from another world devours him and begins
attack the terrorists while John tries to defuse a reign of terror that lasts a thousand years.
the bomb. His Action Card is a Six of Clubs—a
Complication! The Game Master tells John the Not every story has a happy ending. These are
bomb was booby-trapped. John puts everything savage worlds, after all…
he has into the roll this turn and asks for help from
one of his teammates who also has Knowledge Fear
(Demolitions).
Certain creatures and horrific scenes may
The companion makes a cooperative roll and challenge a character’s resolve and cause them
adds +2 to John’s total. John starts by rolling to make a Fear check (a Spirit roll) when they
a pathetic 3. He spends a Benny and rolls a 7. see them. A success on the Spirit roll means the
The –2 for the task makes it 5 and the –2 for the character manages to overcome the situation and
Complication makes it a 3. The companion’s carry on. A failed Fear roll depends on whether
cooperative roll brings it back up to 5—and saves the cause of the roll was grotesque or terrifying
the day! in nature.
• Fear/Nausea: If the scene was grotesque or
John now needs four more successes to
defuse the bomb. This round he draws a Joker— horrific, such as a grisly discovery or learning
breakthrough! “I’ve figured out the bomb-maker’s a secret “Man Was Not Meant to Know,” the
pattern,” he says confidently and gets a raise on character is Shaken and must make a Vigor
his Knowledge (Demolitions) roll. Now he has roll or suffer severe nausea/mental shock that
three total successes. causes a level of Fatigue for the remainder
of the encounter. A natural 1 on the Spirit die
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Savage Worlds
(regardless of the Wild Die) causes the victim 5-8 Shaken: The character is Shaken.
to roll on the Fright Table as well. 9-12 Panicked: The character immediately
• Terror: A terrifying trigger, such as a monstrous
creature or unknowable evil, is much more moves his full Pace plus running die
intense, and can rattle even the most stout- away from the danger and is Shaken.
hearted hero. Extras are typically Panicked. 13-16 Minor Phobia: The character gains
Wild Cards must roll on the Fright Table should a Minor Phobia Hindrance somehow
they fail their Fear check. Roll 1d20 and add associated with the trauma.
the monster’s Fear penalty, if any, to the roll (a 17-18 Major Phobia: The character gains a
–2 adds +2 to the roll, for example). Major Phobia Hindrance.
►► Becoming Jaded: After encountering a 19-20 The Mark of Fear: The hero is Shaken
particular type of creature, the character shouldn’t and also suffers some cosmetic
have to make Fear checks every time he sees physical alteration—a white streak
another one in that particular scenario. If the party forms in the hero’s hair, his eyes
clears out a dungeon full of zombies, for example, twitch constantly, or some other minor
they should only have to roll the first time they physical alteration. This reduces his
encounter them—not in every room. The Game Charisma by 1.
Master might require a roll if the heroes encounter 21+ Heart Attack: The hero is so
zombies in a particularly different or frightening overwhelmed with fear that his heart
situation, however, such as if they fall into a pit stutters. He becomes Incapacitated
full of the ravenous creatures. and must make a Vigor roll at –2. If
successful, he’s Shaken and can’t
Fright Table attempt to recover for 1d4 rounds.
If he fails, he dies in 2d6 rounds. A
1d20* Effect Healing roll at –4 saves the victim’s
1-4 Adrenaline Surge: The hero’s “fight”
life, but he remains Incapacitated.
response takes over. He adds +2 to
all Trait and damage rolls on his next *Add the creature’s Fear penalty as a
action. positive number to this roll.
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Situational Rules
Hazards Bumps and Bruises
Heat, cold, hunger, thirst, lack of sleep, and Characters who suffer minor but troubling
other hazards can wear down even the hardiest injuries, such as stumbling down a slope or
heroes, sending them into a downward spiral running through a cavern in the dark, can suffer
that can lead to death if he can’t improve his from Fatigue rather than suffering actual wounds.
situation. Drowning, fire, and falling are much This is the hazard to use when characters should
more immediate dangers, while others are more be beat up a bit but not truly wounded.
insidious—such as poison and disease.
When a character suffers injuries like these
On the following pages are the most common he must make a Vigor roll. Those who fail gain
hazards, with details on when a character must a Fatigue level from bumps, bruises, cuts, and
roll, any important modifiers, and how one scrapes. The Game Master may occasionally
recovers from any effects he’s suffered from it. allow sure-footed characters to make Agility rolls
Use these hazards mostly for dramatic purposes. to avoid this damage instead. Fatigue gained in
A quick trip to the outhouse through a blizzard isn’t this way can lead to Exhaustion, but not to being
worth keeping up with, but a long trek through Incapacitated.
the Mountains of Dread certainly is, especially if • Recovery: Fatigue levels from Bumps and
it heightens the drama and makes the party think
about things they might otherwise ignore, such Bruises automatically improve one step 24
as shelter, warm clothing, or eating their mounts hours after the original injuries were suffered.
to stay alive. • Incapacitation Effects: None. A victim cannot
be Incapacitated from Bumps and Bruises.
Fatigue
Example: Two heroes race down a steep
Some hazards cause direct damage, but most slope to escape the clutches of some angry
cause Fatigue—stress or weakness that makes crocodile cultists. The Game Master decides
a victim less effective and can eventually lead to they trip and suffer Bumps and Bruises if they
Incapacitation or even death. don’t make Agility rolls. The first succeeds but
the second fails and suffers Fatigue for the
A character who falls victim to Fatigue passes next 24 hours.
through several declining states before finally
succumbing to his stress. Each of these states Cold
and the penalties they incur are described below.
• Fatigued: The hero is tiring quickly. All of his Trudging through deep snow for hours on end,
or facing biting, bitter winds, can dehydrate and
Trait checks suffer a –1 modifier. If he suffers fatigue a character as quickly as blazing deserts.
Fatigue again, he becomes Exhausted. Every four hours spent in weather below freezing
• Exhausted: The hero is fading fast. He (32° F), a character must make a Vigor roll. Failure
suffers –2 to all Trait rolls. If he suffers Fatigue means the victim gains a Fatigue level. Subtract
again, he’s Incapacitated unless the hazard 1 from the victim’s Vigor roll for every 20 degrees
description says otherwise. below freezing to a maximum of –3.
• Incapacitated: The victim collapses and is
Incapacitated. See Incapacitation Effects The roll assumes the character is wearing warm
under each Hazard for what happens next. clothing. If not, subtract 2 from the total. Modern
winter gear adds +2, and advanced gear (arctic
►► Recovery: Recovering from Fatigue varies suits) add at least +4 or more depending on the
depending on its source. Severe hunger requires setting.
food, cold requires warmth, and so on. Exactly • Recovery: Warmth and shelter from the
how Fatigue is relieved depends on how it was
acquired. This is explained under each Hazard. elements allows a hero to recover a Fatigue
►► Multiple Hazards: It doesn’t matter what level every 30 minutes.
the source of Fatigue is. If a hero who’s already • Incapacitation Effects: Make a Vigor roll
Exhausted from hunger then suffers a level of every hour or perish.
Fatigue from cold, he becomes Incapacitated.
A character suffering from multiple sources of Disease
Fatigue must address both to recover.
Diseases cover a wide range of maladies, from
long-term debilitating illnesses to those which
might cause immediate spasms or death. To
handle such a diverse range of diseases, we’ve
99